annual survey of the french video game industry

ANNUAL
SURVEY
OF THE FRENCH
VIDEO GAME
INDUSTRY
SECOND EDITION
A SNJV - IDATE
COLLABORATION
2015
Sommaire
INDUSTRY CONTEXT
8
METHODOLOGICAL NOTE (2015 ANNUAL SURVEY)
10
1. THE ECONOMIC STRUCTURE AND PRODUCTION OF VIDEO GAMES IN FRANCE
12
1.1. A network of young companies, driven by creation
1.2. France, home to video entertainment production 1.3. Production models strongly impacted by dematerialisation
12
15
22
2. EMPLOYMENT IN THE FRENCH VIDEO GAME INDUSTRY
28
2.1. Great disparity in company size and number of jobs
2.2. Long-term and skilled jobs
2.3. Encouraging future prospects for employment in 2016
28
31
32
3. THE ECONOMIC AND FINANCIAL SITUATION OF FRENCH VIDEO GAME COMPANIES
34
3.1. Companies growing despite economic fragility
3.2. The critical question of financing business development
34
38
4. OUTLOOK: REASONS TO BE OPTIMISTIC
40
4.1. Entrepreneurs find increased optimism within a context of short-term financial visibility
4.2. France becoming more attractive in a competitive and globalised market
40
42
5.CONCLUSION
44
6. ABOUT THE SNJV
46
7. ABOUT IDATE
47
8. TABLE OF CONTENTS
48
3
Tables
Table 1 :
Main business activity of companies surveyed12
Table 2 :
Age of development studios surveyed
Table 3 :
Service provision as a business activity among
development studios
13
Table 4 :
Service provision based on studio age
Table 5 :
Average share of service provision in turnover, by
revenue bracket
14
Table 6 :
Share of service provision in turnover, based on
studio age
14
Table 7 :
The various types of specialised services
provided by studios
14
Table 8 :
Average FTE jobs based on company age
15
Table 9 :
Breakdown of companies surveyed by date
founded15
13
14
Table 10 : Independent development studios
15
Table 11 : Types of games developed by
studios surveyed
16
2015 (development studios)
22
Table 27 : Business models adopted in 2014 and 2015
(development studios)
22
Table 28 : Average share of each of these business
models in video game catalogues in 2014 and
2015 (development studios)
23
Table 29 : Average annual production budgets per
company (all companies) 23
Table 30 : Average annual production budgets per studio
(development studios)
23
Table 31 :
Average annual production budgets (development
studios with a turnover less than 10M EUR) 24
Table 32 : Average annual production budgets per game
and per platform (development studios with a
turnover less than 10M EUR)
24
Table 33 : Proportion of production budget dedicated to
promoting games (development studios)
25
Table 12 : Genres of games developed by studios
surveyed16
Table 34 : Proportion of production budget dedicated to
promoting games (development studios with a
turnover less than 10M EUR)
25
Table 13 : Publishing/distribution platforms
(publishers/distributors)16
Table 35 : Proportion of production budget dedicated to
promoting games based on studio age
25
Table 14 : Breakdown of catalogues by platform
(publishers/distributors)17
Table 36 : Budget allocated for promoting games based on
studio age
26
Table 15 : Development platforms prioritised
by studios
17
Table 37 : Types of funding used to finance productions
(development studios) 26
Table 16 : New projects released in 2015
(development studios)
18
Table 38 : Breakdown of types of financing used in
production budgets (development studios)
27
Table 39 : Financing based on studio age
27
Table 17 : New projects released in 2015
(publishers/distributors)18
Table 18:
Digital distribution strategy for handheld
consoles (development studios)
19
Table 19 : Digital distribution strategy for home consoles
(development studios)
19
Table 20 : Digital distribution strategy for mobile phones
and smartphones (development studios)
19
Table 40 : Average FTE jobs per company in 2014 and
2015 (all companies)
28
Table 41 : Average FTE jobs per company based on age
(all companies)
28
Table 42 : Breakdown of FTE jobs in 2015 based on
company age (all companies)
28
Table 43 : Collective bargaining agreements
29
Table 21 : Digital distribution strategy for tablets
(development studios)
20
Table 22 : Digital distribution strategy for personal
computers (development studios)
Table 44 : Average number of FTE jobs (publishers and
distributors)29
20
Table 45 : Average FTE jobs per company in 2014 and
2015 (development studios)
29
Table 23 : Number of projects developed in 2014 and 2015
(development studios) 21
Table 24 : Proportion of original IPs among projects under
development (development studios)
21
Table 25 : Development studios and self-publishing
22
Table 26 : Video game distribution methods in 2014 and
Table 46 : Average FTE jobs per company based on age in
2014 and 2015 (development studios)
29
Table 47 : Breakdown of FTE jobs in 2015 based on age
(development studios)
30
Table 48 : Average FTE jobs per company (development
studios) 30
Tables
Table 49 : Average FTE jobs per company based on age
(development studios) 30
Table 79:
Table 50 : Breakdown of workforce by job category (all
companies)31
Table 81 : Confidence levels of those surveyed about the
future of their company
40
Table 51 : Breakdown of workforce by type of contract (all
companies)31
Table 82 : Opinions on the future of the French video game
sector (all companies)
40
Table 52 : Breakdown of workforce by type of contract
(development studios)
31
Table 83 : Company situations in the next 12 months
41
Table 84 : Turnover in the next 12 months
41
Table 85 : Financial visibility
41
Table 53 : Workforce change by 2016 (all companies) 32
Table 54 : Jobs created by 2016
32
Table 55 : Job types created by 2016
33
Table 56 : Reasons for payroll growth
33
Table 57 : Average turnover (all companies)
34
Table 58 : Average turnover based on age
(all companies)
34
Table 59 : Accounting situation at end of 2014 based on
age (all companies)
34
Table 60 : Accounting situation at end of 2013 based on
age (all companies)
35
Table 61 : Average turnover growth between 2014 and
2015 (development studios)
35
Table 62 : Average turnover based on age (development
studios)35
Table 63 : Financial situation at end of 2013 and 2014
(development studios) 36
Table 64 : Financial situation at end of 2014 based on age
(development studios)
36
Table 65 : Financial situation at end of 2013 based on age
(development studios)
36
Table 66 : Average turnover (development studios) 36
Table 67 : Capital based on age (all companies)
37
Table 68 : Capital based on age (development studios) 37
Table 69 : Share of exports (development studios)
37
Table 70 : Proportion of budget devoted to international
development (all companies)
37
Table 71 : Proportion of budget devoted to international
development (development studios) 37
Table 72 : Sources of funding of companies surveyed 38
Table 73 : Access conditions for receiving bank credit 38
Table 74 : Financing needs of companies surveyed
38
Table 75 : Capital raised in 2013
39
Table 76 : Capital raised in 2014
39
Table 77 : Amount of capital raised on average in 2013 39
Table 78 : Amount of capital raised on average in 2014 39
Capital raised in 2015
Table 80 : Uses for raising capital
39
39
Table 86 : The attractiveness of France for the video game
sector42
Table 87 : Ranking of the most attractive countries/
regions (open question with ranking)
43
Table 88 : The most attractive countries/regions
43
Figures
Figure 1 : Video game companies in France
12
Figure 2 : Main business activity of
companies surveyed
13
(development studios)
Figure 23 : Video game distribution methods in 2014 and
2015 (development studios)
22
Figure 24 : Business models adopted in 2015
(development studios)
23
14
Figure 25 : Average share of each of these business
models in video game catalogues in 2015
(development studios)
23
15
Figure 26 : Average annual production budgets per
company (all companies) (in millions of EUR)23
Figure 3 : Age of development studios surveyed in 201513
Figure 4 : Service provision among
development studios
13
Figure 5 : Type of service provided by studios
Figure 6 : Breakdown of studios surveyed
by date founded
Figure 7 : Breakdown of companies surveyed by date
founded15
Figure 8 : Independent development studios 22
Figure 27 : Average annual production budgets per studio
(development studios) (in millions of euros) 24
16
Figure 28 : Average annual production budgets
(development studios with a turnover less than
10M EUR) (in millions of EUR)
24
Figure 9 : Publishing/distribution platforms (publishers/
distributors) 17
Figure 10 : Breakdown of catalogues by platform
(publishers/distributors)17
Figure 11 : Development platforms prioritised
by studios
17
Figure 29 : Average annual production budgets per game
and per platform (development studios with a
turnover less than 10M EUR)
(in millions of EUR)
24
Figure 12 : New projects released in 2015
(development studios)
18
Figure 30 : Proportion of production budget dedicated to
promoting games (development studios)
25
Figure 13 : New projects released in 2015
(publishers/distributors)18
Figure 14 : Digital distribution strategy for handheld
consoles in 2015 (development studios)
Figure 31 : Proportion of production budget dedicated to
promoting games (development studios with a
turnover less than 10M EUR)
25
19
Figure 32 : Proportion of production budget dedicated to
promoting games based on studio age
26
Figure 15 : Digital distribution strategy for home consoles
in 2015 (development studios)
19
Figure 33 : Types of funding used to finance productions
(development studios)
26
Figure 16 : Digital distribution strategy for mobile phones
and smartphones in 2015
(development studios)
19
Figure 17 : Digital distribution strategy for tablets
(development studios)
20
Figure 18 : Digital distribution strategy for personal
computers (development studios)
20
Figure 19 : Number of projects developed in 2015
(development studios)
21
Figure 34 : Breakdown of types of financing used in
production budgets (development studios)
27
Figure 35 : Financing based on studio age
27
Figure 36 : Average FTE jobs per company in 2014 and
2015 (all companies)
28
Figure 37 : Average FTE jobs per company based on age
(all companies)
28
Figure 38 : Breakdown of FTE jobs in 2015 based on
company age (all companies)
Figure 20 : Proportion of original IPs among projects under
development in 2015 (development studios) 21
28
Figure 39 : Average FTE jobs in 2014 and 2015 (publishers
and distributors)
29
Figure 21 : Development studios and self-publishing in
201522
Figure 40 : Average FTE jobs per company in 2014 and
Figure 22 : Video game distribution methods in 2015
6
Annual Survey of the French Video Game Industry - 2015
Figures
2015 (development studios)
29
Figure 41 : Average FTE jobs per company based on age in
2014 and 2015 (development studios)2014 et
201530
38
Figure 63 : Uses for raising capital
39
Figure 64 : Confidence levels of those surveyed about the
future of their company
40
Figure 42 : Average FTE jobs per company (development
studios) 30
Figure 65 : Confidence levels of those surveyed about the
future of their company in 2014 and 2015 40
Figure 43 : Average FTE jobs per company based on age
(development studios)
30
Figure 66 : Opinions on the future of the French video game
sector (all companies)
40
Figure 44 : Breakdown of workforce by job category (all
companies)31
Figure 67 : Opinions on the future of the French video game
sector in 2014 and 2015 (all companies)
41
Figure 45 : Breakdown of workforce by type of contract
(development studios)
32
Figure 68 : How do you think the situation of your company
will change in the next 12 months?
41
Figure 46 : Workforce change by 2016 (all companies) 32
Figure 47 : Workforce change by 2016 (all companies) 32
Figure 48 : Jobs created by 2016
Figure 62 : Breakdown of companies based on their
financing needs
Figure 69 : How do you think your turnover will change in
the next 12 months?
41
32
Figure 70 : Financial visibility in 2015 (all companies)
Figure 49 : Comparison between number of jobs created
and number of job losses by 2016
33
42
Figure 71 : Financial visibility in 2014 and 2015 (all
companies)42
Figure 50 : Job types created by 2016
33
Figure 51 : Reasons for payroll growth
33
Figure 52 : Average turnover (all companies)
(in millions of EUR)
Figure 72 : The attractiveness of France for the video game
sector in 2015
43
34
Figure 53 : Accounting situation at end of 2014
(all companies)
Figure 73 : The attractiveness of France for the video game
sector in 2014 and 2015
43
34
Figure 54 : Accounting situation at end of 2014 based on
age (all companies)
35
Figure 55 : Financial situation at end of 2013 and 2014 (all
companies)35
Figure 56 : Turnover growth between 2014 and 2015
(development studios) (in millions of EUR)
35
Figure 57 : Turnover growth between 2014 and 2015 based
on age (development studios)
(in millions of EUR) 35
Figure 58 : Financial situation at end of 2013 and 2014
(development studios)
36
Figure 59 : Financial situation at end of 2014 based on age
(development studios)
36
Figure 60 : Financial situation at end of 2013
(development studios)
36
Figure 61 : Turnover growth (development studios)
(in millions of EUR)
37
7
Industry context
Since the beginning of the 2000s, the video games sector has witnessed a profound change towards
dematerialisation in terms of distribution, games and now production practices. This phenomenon has
been accelerating since 2010 with the meteoric success of smartphones and tablets. The effects of this
have been far-reaching, with considerable impact on both large and small companies in terms of their
organisation, their size, their publishing and commercial partnership strategy, and thus their development.
Industry context
Dematerialisation, a driver for disintermediation and growth in the video games
sector
The global video game content market rose in value from 35.3 billion EUR in 2008 to 47.7 billion EUR in
2014, driven by dematerialisation, the emergence of new segments and the continued success of
relatively new segments. Dematerialisation has meant an increasing number of consumers can be
reached, on any platform equipped with a screen, fixed or mobile, and with increasingly varied content. In
2014, 69% of video game revenues were generated by digital sales and distribution, compared with 22%
in 2008. Revenues from dematerialisation have experienced an average annual growth of 26.8% over the
period, compared with 9.7% for revenues from physical sales.
The video games sector, which is digital by nature, has a long history of digitising distribution and in-game
content. Use of dematerialisation now seems to be accelerating and expanding into all segments of the
sector. The success of browser games, massively multiplayer games, online gaming on consoles and
personal computers, and smartphone gaming (since the end of the 2000s), has meant that 2012 was a
defining year when the majority of revenues were generated from the digital side of this economy,
switching over from the physical.
Breakdown of the video game software market by
type of revenue, 2008 and 2014
Breakdown of the video game software market by type of revenue, 2008 and 2014
Since the beginning of the 2000s, the video games sector has
witnessed a profound change towards dematerialisation in
terms of distribution, games and now production practices.
This phenomenon has been accelerating since 2010 with
the meteoric success of smartphones and tablets. The
effects of this have been far-reaching, with considerable
impact on both large and small companies in terms of their
organisation, their size, their publishing and commercial
partnership strategy, and thus their development.
100%
31%
75%
78%
50%
69%
25%
22%
0%
Dematerialisation, a driver for disintermediation and
growth in the video games sector
2008
2014
Digital
Physical
Source: IDATE, Video Games in the Cloud, June 2015
Source: IDATE, Video Games in the Cloud, June 2015
The global video game content market rose in value from
35.3 billion EUR in 2008 to 47.7 billion EUR in 2014, driven
by dematerialisation, the emergence of new segments
and the continued success of relatively new segments.
Dematerialisation has meant an increasing number of
consumers can be reached, on any platform equipped
with a screen, fixed or mobile, and with increasingly
varied content. In 2014, 69% of video game revenues were
generated by digital sales and distribution, compared
with 22% in 2008. Revenues from dematerialisation have
experienced an average annual growth of 26.8% over the
period, compared with 9.7% for revenues from physical
sales.
Role redistribution along the value chain
Dematerialisation affects all segments of the video game
industry. It has led to disintermediation in the value chain
and raises questions over the role of certain stakeholders
downstream. It has afforded new power to developers,
who now have the opportunity to speak directly to their
gaming customers. ‘Online’ has ultimately eroded a silobased industry structure and allowed practices and crossplatform services to emerge that both benefit gamers and
boost creativity within the sector.
www.idate.org © SNJV/IDATE 2015
1
Industry repositioning and revaluation up the chain
On an industry-wide scale, dematerialisation of video game
market segments has moved value along the value chain.
Value creation is now closer to players with a direct link to
their customers. Disintermediation of the sector is moving
in this direction.
The video games sector, which is digital by nature, has a
long history of digitising distribution and in-game content.
Use of dematerialisation now seems to be accelerating
and expanding into all segments of the sector. The
success of browser games, massively multiplayer games,
online gaming on consoles and personal computers, and
smartphone gaming (since the end of the 2000s), has
meant that 2012 was a defining year when the majority
of revenues were generated from the digital side of this
economy, switching over from the physical.
In the PC gaming segment, value creation seems to centre
on digital retailers, aggregators and some publishers.
In the mobile gaming segment, value creation seems to
have moved towards app store owners, and to the console
manufacturers themselves in the case of console games.
On Smart TVs, anything is still possible between TV
channels, the Internet giants and the proponents of a
cross-platform ecosystem. Gaming platform operators, the
8
Annual Survey of the French Video Game Industry - 2015
major beneficiaries of these developments, have also had
to rethink their revenue sharing models to the benefit of
Role redistribution along the value chain
game development studios.
Dematerialisation affects all segments of the video game industry. It has led to disintermediation in the
value
chain and raises questions has
over the
role of allowed
certain stakeholders
It has
afforded new
Dematerialisation
also
the downstream.
sector to
continue
power to developers, who now have the opportunity to speak directly to their gaming customers. 'Online'
has
ultimately
eroded
a
silo-based
industry
structure
and
allowed
practices
and
cross-platform
services to
generating additional revenue, converting new customers
emerge that both benefit gamers and boost creativity within the sector.
to new types of game, especially ubiquitous games, which
Industry repositioning and revaluation up the chain
are playable simultaneously on multiple platforms, both
On an industry-wide scale, dematerialisation of video game market segments has moved value along the
value
chain.
Valuemobile.
creation is now closer to players with a direct link to their customers. Disintermediation
fixed
and
The impact of dematerialisation
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
The impact of dematerialisation varies depending on
the market segment, but disintermediation is a common
theme.
The PC gaming segment, which is easily accessible for
independent (indie) developers, has diversified and opened
up to casual and social games while retaining a special
place for massively multiplayer or multiplayer games.
of the sector is moving in this direction.
In the PC gaming segment, value creation seems to centre on digital retailers, aggregators and some
publishers. In the mobile gaming segment, value creation seems to have moved towards app store
owners, and to the console manufacturers themselves in the case of console games.
In this context where dematerialisation is continuing to gain
ground on the physical market, the sector will continue its
On Smart TVs, anything is still possible between TV channels, the Internet giants and the proponents of a
dynamicecosystem.
growthGaming
in the
coming
all links
cross-platform
platform
operators,years.
the major However,
beneficiaries of not
these developments,
have also had to rethink their revenue sharing models to the benefit of game development studios.
in
the
chain
will
fully
benefit
from
this
growth,
such
as
Dematerialisation has also allowed the sector to continue generating additional revenue, converting new
customers
to new types
of game,
especially
ubiquitous
games,
which
are playable simultaneously
on
distributors,
who
are
seeing
their
share
captured
by
others.
multiple platforms, both fixed and mobile.
The mobile gaming segment (on smartphones and tablets)
has built itself around app stores, and around the viral and
rapid nature of these stores. With these devices now almost
permanently connected, games are also being viewed
as a potentially continuous entertainment experience.
This implies a new approach is needed, based more on
encouraging users to buy, rather than selling a product.
In this context where dematerialisation is continuing to gain ground on the physical market, the sector will
continue its dynamic growth in the coming years. However, not all links in the chain will fully benefit from
this growth, such as distributors, who are seeing their share captured by others.
Revenues earned by the various links in the video
game market value chain (million EUR)
Revenues earned by the various links in the video game market value chain
(million EUR)
30,000
The console gaming segment has evolved and now allows
all users to download indie and casual games, but also
AAA titles. In addition, many features that use the cloud
have emerged. These features may relate to the game,
other content, consumption, user account management or
access to broadcasting services. In this context, console
manufacturers remain the cornerstone of this segment’s
economy with their e-stores.
25,000
20,000
15,000
10,000
5,000
0
2008
'09
'10
Developers revenues
'11
'12
'13
Publisher revenues
'14
'15
'16
Distributor revenues
'17
'18
'19
Retailer revenues
Source: IDATE, Video Games in the Cloud, June 2015
Source: IDATE, Video Games in the Cloud, June 2015
Finally, on Smart or connected TVs, video games take
the form of streamed content, known as cloud gaming
or Games on Demand. This young segment, which first
emerged around 2010, is strengthening and seems to be
garnering interest within the industry.
The impact of dematerialisation
The impact of dematerialisation varies depending on the market segment, but disintermediation is a
common theme.
The PC gaming segment, which is easily accessible for independent (indie) developers, has diversified
and opened up to casual and social games while retaining a special place for massively multiplayer or
multiplayer games.
www.idate.org © SNJV/IDATE 2015
2
9
Methodological note (2015 Annual Survey)
The survey was conducted between 4 May and 1 July 2015 via a self-administered online questionnaire
(CAWI - Computer Assisted Web Interviewing). The questionnaire was sent to directors of SNJV-member
companies as well as a selection of companies not represented by the SNJV from the video game sector.
The survey was publicised by its sponsors, primarily relayed on the Web.
Respondents were selected using a non-probability method based on a priori sampling. Given the small size
of the study population, the law of large numbers does not apply.
However, the sample is representative of the sector, reflecting its activity (nature and volume), its economic
and financial health and its perception of the future.
Data was processed using Sphinx survey software.
There were 146 respondents, all French video game companies, developers, publishers, distributors,
accessory manufacturers, service providers, etc. This sample is a satisfactory sample rate at nearly onethird of the SNJV’s estimated population of approximately 330 companies in France1.
By way of comparison, the 2014 annual survey had 110 respondents.
When we mention ‘companies’, we are referring to all respondents (development studios, publishers, etc.)
and when we mention ‘development studios’, we are referring to companies that produce games.
1
Excluding training institutions, independent workers, traditional distributors and companies whose main activity is providing services.
10
Annual Survey of the French Video Game Industry - 2015
SURVEY
PROCESSING
11
1. The economic structure and production
of video games in France
1.1.A network of young companies,
driven by creation
2. Sector structured around content creation...
The composition of the respondents of the 2015 annual
survey has evolved since the 2014 edition. More service
providers took part in this survey and fewer publishers. But
this does not signify structural changes up the value chain
in this sector. In addition, as a result of the ‘indie’ trend,
there are an increasing number of small development
companies, often composed of just a management team.
1. Companies located throughout the territory with
3 dominant regional hubs
The distribution of creative companies throughout the
national territory is one of France’s chief assets in terms
of content creation. Although the Ile de France region now
accounts for almost half of the industry’s workforce, we
find a lot of production in regions with a history of creative
development, such as Languedoc Roussillon, RhôneAlpes Auvergne, Nord Pas-de-Calais and Aquitaine. These
flagship regions owe their position to the presence of one
or more major industry players (e.g. Ankama in Nord Pasde-Calais and Ubisoft in Montpellier).
Nearly three-quarters of the companies surveyed develop
video games as their core activity. The French industrial
fabric of the video games sector is characterised by a
massive presence of design and content development
companies. This is how the industry is structured. The
over-representation of this activity sector stems from a big
tradition of content creation, but also from the large talent
pool created by schools and universities that focus on video
games, and a strong appetite for entrepreneurship among
designers, programmers and young managers.
Figure 1 : Video game companies in France
Table 1 : Main business activity of companies
surveyed
Business activity
2015
2014
Development
74.7%
79.1%
Service provision
11.0%
4.6%
Other services*
5.5%
1.8%
Publishing
4.8%
10.0%
Distribution
2.1%
3.6%
Manufacturer of accessories
2.1%
0.9%
Total
100.0%
100.0%
* media, marketing, communications, training, R&D
Survey carried out between 4 May and 1 July 2015
Number of respondents: 146 companies (all activities), response rate: 100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE
- September 2015
Source : SNJV, October 2015
12
Annual Survey of the French Video Game Industry - 2015
ment
provision
Age
74.7%
Under 211.0%
79.1%
4.6%
2015
29.4%
2014
16.5%
rvices*
ng
Between5.5%
3 and 5
1.8%
27.5%
35.3%
23.9%
19.3%
28.2%
20.0%
10.0%
Between4.8%
6 and 10
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
2.1%
3.6%
Over 10
on
urer of accessories
TOTAL 2.1%
0.9%
100.0%
100.0%
100.0%
carried
between 4 May
and 1 surveyed
July 2015
Table 2:SurveyAge
of out
development
studios
Number of respondents: 109 companies (development studios), response rate: 100%
arketing, communications, training, R&D
100.0%
Age of development studios surveyed
ried out between 4 May and 1 July 2015
respondents: 146 companies (all activities), response rate: 100%
Age
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
2015
2014
23.9%
19.3%
28.2%
20.0%
Figure 2 : Main business activity of Figure
companies
Figure 3 : Age of development
studios surveyed in
16.5%
3:
Age of development studios surveyed29.4%
in 2015
Between 3 and 5
27.5%
35.3%
surveyed
2015
Main business activity of companies surveyed
15 Barometer of the French Video Game Industry - SNJV/IDATE
- September
2015
Under
2
5.5%
4.8%
11.0%
2.1%
Between 6 and 10
Over 10
19%
TOTAL
Développement
29%
100.0%
100.0%
Survey carried
out between 4 May and 1 July 2015
Développement
Under 2
Services
Number of respondents:
109 companies
(development studios), response rate: 100%
Service provision
Between 3 and 5
Source: 2015
Barometer
of the French Video Game Industry - SNJV/IDATE - September 2015
Other
services*
Autre*
Between 6 and 10
Publishing
Over 10
24%
Figure 3:
Age of development
studios surveyed in 2015
Edition
Distribution
Distribution
74.7%
19%
Moins d
Entre 3
Entre 6
Plus de
28%
29%
Survey carried out between 4 May and 1 July 2015
Moins de 2 ans
Survey carried out between 4 May and 1 July 2015
Number of respondents: 109 companies (development studios), response
Number
of
respondents:
109
companies
(development
studios),
response
rate:
100%
rate: 100%
ried out between
4 May
and 1 July
2015
Survey
carried
out between
4 May and 1 July 2015
Entre 3 et 5 ans
Source:
2015
Annual
survey
of the- French
Video Game
Industry2015
- SNJV/IDATE
Source:
2015
Barometer
French
Video
Game
Industry
SNJV/IDATE
- September
Number
of respondents:
146response
companies
(all100%
activities),
response
rate:
100% of the
respondents: 146
companies
(all activities),
rate:
September
2015
2015 Video
Annual
survey
of the-French
Video Game
Industry
- SNJV/IDATE
Entre 6 et 10 ans
15 Barometer Source:
of the French
Game
Industry
SNJV/IDATE
- September
2015
- September 2015
arketing, communications,
training, communications,
R&D
* media, marketing,
training, R&D
24%
1.1.3. than
... But
providing
remains
vital services
for many remains vital for Plus de 10 ans
... But
providing
he companies surveyed, more than half are younger
5 years
old (57%) services
and3..
19.3%
are over
old. This confirms
industry
is young and
dynamic.more than half are
Amongthethe
companies
surveyed,
many
In
2015,
58.7%
the studios
claim to provide services. This is less than last ye
also note that
the number
under 2and
years
old
is are
significantly
(+12.9 surveyed
points) 28%
younger
thanof5respondents
years old (57%)
19.3%
over of
10higher
2015,
58.7%
the studios
surveyed
claim to
provide
figure
was studios
64.7%. responded
ThisIndecrease
in theofproportion
of service
provision,
which
could be expl
2014. This years
is simply
due
to
the
fact
that
many
more
younger
this
year.
old. This confirms the industry is young and dynamic. services. This is less than last year when the figure was
composition
of
the
survey
sample,
may
also
be
the
result
of
companies
wanting
to prioritis
carried
out between
Mayalso
and 1
July 2015
, because of a tight labour market around someSurvey
design
professions,
we4are
seeing
a strong
We can also note that the number of respondents
underfor
2 a market
64.7%.
This
decrease
in the
proportion
of service provision,
their
own content
that is
constantly
demanding
new companies being created straight after studies.
Number of
respondents:
109 companies
(development
studios),
response
rate:
100% innovation.
years old is significantly higher (+12.9 points) than in 2014. which could be explained by the composition of the survey
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
This is simply due to the fact that many
younger
Tablemore
3:
Service provision
a business
among
studios to
sample,asmay
also beactivity
the result
of development
companies wanting
studios responded this year. However,Do
because
of
a
tight
designing
theirbusiness
own content
for a market that is
you provide
servicesprioritise
In addition
to your
core
activity?
1.1.3.design
... Butprofessions,
providing
services
vital
for many
labour market around some
we are remains
constantly demanding
innovation.
2015
20
rg © SNJV/IDATE 2015
6
also seeing a strong trend of new companies being created
Yes
64.
In 2015,
58.7% of the studios surveyed claim to provide services. This58.7%
is less than last year when
straight after studies.
figure was 64.7%. This decrease in the proportion of service provision, which could be explained by
No
41.3%activity
Table 3 : Service provision as a business
35.
composition
may also be the result of companies
wanting to prioritise design
TOTALof the survey sample,
100.0%
100
among
development
studios
own content
for a market that
is constantly
demanding
innovation.
Table 2 : Age of developmenttheir
studios
surveyed
Survey carried out between 4 May and 1 July 2015
Age
Under 2
Between 3 and 5
of respondents:
109as
companies
(development
studios),development
response
100% 2014
2015 rate: studios
Table 3:NumberService
provision
a business
activity among
2015 2015 2014
Source:
Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Do you provide services In addition
Yesto your core business activity?
58.7%
64.7%
2015
16.5%
Service provision
among development studios
No
41.3%
35.3%
35.3%
100.0%
Yes
No
29.4%4:
Figure
27.5%
Total
58.7%
100.0%
41.3%
2014
64.7%
35.3%
Survey carried out between 4 May and 1 July 2015
Between 6 and 10
28.2%
TOTAL 23.9%
100.0%
Number of respondents: 109 companies (development
studios), response 100.0%
Over 10
19.3%
20.0%
100%
Survey carried out between 4 May andrate:
1 July
2015
Source:
201541.3%
Annual
survey
of the French
Video Game Industry - SNJV/IDATE
Number of100.0%
respondents:
109 companies
(development
studios),
response
rate: 100%
Total
100.0%
58.7%
- September 2015
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Survey carried out between 4 May and 1 July 2015
Figure 4 : Service provision among development
Number of respondents: 109 companies (development studios), response
Figure 4:
Service provision among development studios
rate: 100%
studios
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE
- September 2015
www.idate.org © SNJV/IDATE 2015
41.3%
58.7%
YES
NO
Survey carried out between 4 May and 1 July 2015
Number of respondents: 109 companies (development studios), response rate:
100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE
- September 2015
www.idate.org © SNJV/IDATE 2015
13
Oui
Non
The studios between 5 and 10 years old are those that
resort more to this activity (69.2%), ahead of those over
10 years old (61.9%) and younger than 5 years old (53.2%).
We found no major change from the 2014 annual survey
findings.
Table 6 : Share of service provision in turnover,
based on studio age
Table 4 : Service provision based on studio age
Age / service provision
No
Yes
Under 5
46.8%
53.2%
Between 5 and 10
30.8%
69.2%
Over 10
38.1%
61.9%
Total général
41.3%
58.7%
Year/bracket
Under 5
Between
5 and 10
Over 10
Overall
average
Average share of
service provision
in turnover
57,2%
74,6%
55,6%
61,9%
59,0%
69,9%
48,4%
61,3%
2014 annual
Overall total
survey
Annual Barometer of the French
Video Game Industry, 2nd Edition, 2015
Survey
carried
out between 4 May and 1 July 2015
100.0%
Number of respondents: 54 companies (development studios that provide services, see above)
100.0%
Survey carried out between
May84.4%
and 1 July 2015
Response4rate:
100.0%
Number of respondents:
542015
companies
(development
studios
provide
see Erreur
! Source
Source:
Annual survey
of the French
Videothat
Game
Industryservices,
- SNJV/IDATE
above)
September 2015
100.0%
Response rate: 84.4%
Survey carried out between 4 May and 1 July 2015
Source:
2015 Barometer
of the
French60%
Videoof
Game
Industry
- SNJV/IDATE
- September
2015
Number of respondents: 109 companies (development studios),
response
Finally,
nearly
studios
define
their services
provided
rate: 100%
as specialised. Programming is the major service in this
Source: 2015 Annual survey of the French Video Game Industry
- SNJV/IDATE
Finally,
nearly 60%
of studios(92.1%
define of
their
services
as increased
specialised.
specialisation
cases).
This provided
service has
- September 2015
Program
service in this specialisation (92.1% of cases). This service has increased significantly
significantly in one year, a sign that these skills are in high
that these skills are in high demand.
This business activity contributes significantly to studio demand.
turnover. In fact, 61.9% of studio turnover is generated
from providing services. This figure is very close to last
Figure 5:
Type
of service
provided
by studios
Figure
5 : Type
of service
provided by studios
year’s percentage (61.3%).
As turnover increases, the share of service provision
decreases, as already observed in 2014. Service provision
Globales
Globales
40.6%
59.4%
accounts for 70% of revenues for studios with a turnover
Spécialisées
Spécialisée
less than 150,000 EUR, compared with 75.7% a year
earlier. The opposite trend is found with the largest studios
(turnover of more than 500,000 EUR) where the contribution
4 Mayout
and
1 July 42015
Survey carried
between
May and 1 July 2015
of service provision to turnover increased bySurvey
10.5 carried
pointsout between
Number
of respondents:
64 companies
studios that
providerate: 100%
64 companies
(development
studios(development
that provide services),
response
between 2014 and 2015, from 46.1% to 56.6%.Number of respondents:
services), response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
Table 5 : Average share of service provision
in 7:
Table
The various types of specialised services provided by studios
turnover, by revenue bracket
Specify the type of services you provide:
Year/bracket
Turnover
less than
€150,000
Turnover
between
€150,000
and
€500,000
Specialised services
Table
Turnover
Programming
more
Overall
Design
than Game
average
User Interface
€500,000
2015
7 : The various types of specialised services
92.1%
provided by studios
2015
2014
42.1%
Programming
92.1%
34.2%
64.3%
55.3%
42.9%
User Interface
42.1%
17.9%
23.7%
Animation
34.2%
23.7%
28.6%
Production management
31.6%
13.2%
28.6%
Level Design
28.9%
14.3%
Modelling
23.7%
17.9%
Texturing
23.7%
17.9%
10.5%
Middleware
13.2%
17.9%
7.9%
Special Effects
13.2%
5.3%
10.7%
Other*
10.5%
5.3%
17.9%
Consulting
10.5%
21.4%
Physics
10.5%
7.1%
7.9%
3.6%
Animation
Average share of
service provision
in turnover
69.6%
66.2%
Production management
Game Design
56.6%Level61.9%
Design
2014 annual survey
75.7%
64.3%
46.1%Texturing
61.3%
Modelling
Survey carried out between 4 May and 1 July 2015
Middleware
Number of respondents: 54 companies (development studios that provide
Special Effects
services, see above)
Other*
Response rate: 84.4%
Source: 2015 Annual survey of the French Video Game Industry
- SNJV/IDATE
Consulting
- September 2015
Physics
Game First
Level
largest
share
Moreover, service provision accounts for the
Motion
of turnover among studios between 5 and 10
yearsCapture
old
Artificial
(74.6%). It does not exceed 58% for the other studios. Intelligence
Cinematics
55.3%
Specialised services
Over the last year, only younger studios (underAuthoring
5 years old)
have seen this share decrease (less than 1.8 points).
* training, communication
First
Level
Survey carried out between 4Game
May and
1 July
2015
31.6%
28.9%
13.2%
10.5%
10.5%
5.3%
5.3%
Number of respondents: 38 companies
(development studios 5.3%
that provide specialised
Motion Capture
7.1% services, see Erre
introuvable. above)
Response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Surveyof
of small
the French
Game
Industry - 2015
14 Annual
1.1.4. Sector composed
primarily
and Video
young
companies
The average number of FTE jobs was 12.7 by mid-2015 among development studios w
employees. This figure was 11.6 at the end of 2014, so an increase of 1.1 FTEs.
Number of respondents: 101 companies (development studios with fewer than 100 FTEs), response rate: 96.19%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
In 2015, the majority of companies surveyed were less than 5 years old (55.5%) and almost 8
less than 10 years old.
Year founded
2015
2015
2014
Table 9:
Breakdown of companies
surveyed
by
date
founded
Companies less than 2 years old
28.8%
5.3%
10.7%
Enter the date your company
was
founded:
Companies between 3 and 5 years old
26.7%
5.3% Year founded
7.1%
2015
Companies between 6 and 10 years old
22.6%
5.3% Companies
7.1%
less than 2 years old
28.8%
Companies more than 10 years old
21.9%
Specialised services
Artificial Intelligence
Cinematics
Authoring
Companies between 3 and 5 years old
26.7%
* training, communication
Total
100.0%
Companies between 6 and 10 years old
22.6%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 38 companies (development
studios that
provide
Companies
more
than 10 years old
21.9%
specialised services, see Erreur : source de la référence non trouvée above)
Survey carried out between 4 May and 1 July 2015
TOTAL
100.0%
Response rate: 100%
Number of respondents: 146 companies (all activities), response rate: 100%
carried
out between
May and
1 July
2015survey of the French Video Game Industry - SNJV/IDATE Source: 2015 Annual survey of the French Video GameSurvey
Industry
- SNJV/IDATE
- 4Source:
2015
Annual
September 2015
Number of respondents: 146 September
companies 2015
(all activities), response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
4.Sector composed primarily of small and young
Figure 7 : Breakdown of companies surveyed by
Figure 7:
Breakdown of companies surveyed by date founded
companies
date founded
The average number of FTE jobs was 12.7 by mid2015 among development studios with fewer than 100
employees. This figure was 11.6 at the end of 2014, so an
increase of 1.1 FTEs.
21.9%
28.8%
Table 8 : Average FTE jobs based on company age
(excluding studios with 100 FTE jobs or fewer)
Between
5 and 10
Under 5
In 2014
8.0
22.6%
Over 10
11.2
Table 8:
9.1
26.7%
Survey carried out between 4 May and 1 July 2015
Survey carried out between 4Number
May and
July 2015 146 companies (all activities), response rate: 100%
of1respondents:
24.9
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
In 2015, at
mid-year
Overall
average
Companies less
than 2 years old
Companies between
3 and 5 years old
Companies between
6 and 10 years old
Companies more
than 10 years old
11.6
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
www.idate.org © SNJV/IDATE 2015
12.5
26.3
12.7
1.2.France, home to video
entertainment production
Average FTE jobs based on company age
(excluding studios with 100 FTE jobs or fewer)
Survey carried out between 4 May and 1 July 2015
1. Development studios favouring independence
Overall average
and producing
‘indie’ games
11.6
Company
and FTE jobs101
in 2014
and 2015
Numberage
of respondents:
companies
(development studios with fewer than
100 FTEs), response rate: 96.19% Under 5
Between 5 and 10
Over 10
Source: 2015 Annual survey of the French
In 2014:
8.0 Video Game Industry
11.2 - SNJV/IDATE - 24.9
September
2015
In 2015,
at mid-year
93.6%12.7
of studios claiming to be independent in 2015
compared with 85.9% in 2014, the ‘indie’ trend is growing.
Number of respondents: 101 companies (development studios with fewer than 100 FTEs), response rate: 96.19%
This is undoubtedly due to the proliferation of microSource: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Figure 6 : Breakdown of studios surveyed by date
companies in the French video game sector, which is also
Figure
6:
Breakdown of studios surveyed by date founded
founded
a global phenomenon, and the impact of disintermediation
in the sector.
26.3
24.9
9.1
12.5
26.3With
Survey carried out between 4 May and 1 July 2015
Table 10 : Independent development studios
8.0
11.2
9.1
Moins
de55years
ans
Less
than
12.5
En 2014
Independent
2015
2014
Yes
93.6%
85.9%
No
6.4%
14.1%
Total
100.0%
100.0%
En 2015, à mi-année
Entre 55 and
et 10
Between
10ans
years
Survey carried out between 4 May and 1 July 2015
In 2014
Plusthan
de 10
More
10 ans
years
In 2015, at mid-year
Number of respondents: 101 companies (development studios with fewer than 100 FTEs), response rate: 96.19%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 109 companies (development studios), response rate:
Survey carried out between 4 May and 1 July 2015
100%
Number
of
respondents:
101
companies
(development
studios
with
fewer
than
In 2015, the majority of companies surveyed were less than 5 years old (55.5%) and almost 80% were
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE 100
FTEs),
response
rate:
96.19%
less than 10 years old.
September 2015
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September
2015
Table
9:
Breakdown
of companies surveyed by date founded
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Enter the date your company was founded:
Infounded
2015, the majority of companies
Year
than 5 less
years
(55.5%)
Companies
thanold
2 years
old
surveyed were less
and almost 80% were less than
2015
28.8%
Companies
between
10 years
old. 3 and 5 years old
Companies between 6 and 10 years old
26.7%
22.6%
Table 9 : Breakdown of companies surveyed by date
founded
Companies more than 10 years old
TOTAL
21.9%
100.0%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 146 companies (all activities), response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Figure 7:
Breakdown of companies surveyed by date founded
21.9%
28.8%
15
Moins de
Entre 3 et
Entre 6 et
Plus de 10
etween 4 May and 1 July 2015
nts: 109 companies (development studios), response rate: 100%
eter of the French Video Game Industry - SNJV/IDATE - September 2015
ependent development
Figure 8 studios
: Independent
development studios
Table 12 : Genres of games developed by studios
surveyed
6.4%
YES
NO
Oui
93.6%
Survey carried out between 4 May and 1 July 2015
etween 4 May Number
and 1 July
of 2015
respondents: 109 companies (development studios), response rate:
nts: 109 companies
100% (development studios), response rate: 100%
Source:
2015
Annual
survey
of the French- September
Video Game2015
Industry - SNJV/IDATE eter of the French
Video
Game
Industry
- SNJV/IDATE
September 2015
Non
Genre
2015
2014
Adventure
35.8%
42.4%
Strategy
34.9%
32.9%
Action
34.9%
38.8%
Puzzle games
33.9%
45.9%
Arcade
33.0%
37.6%
Educational
24.8%
29.4%
Children
22.9%
27.1%
Simulation
20.2%
14.1%
Platform
20.2%
24.7%
ypes of games developed, 60% of the studios surveyed claim to be creating indie games
RPG
Regarding
types This
of games
60% of
the up to these
l' games, with
both typesthe
growing.
is due todeveloped,
PCs and consoles
opening
Card games
nd to strongstudios
enthusiasm
for accessible
games
on mobile indie
platforms.
surveyed
claim to
be creating
games and
f video game
development
studioswith
alsoboth
claimtypes
to be growing.
creating serious
50%
‘casual’ games,
This is games,
due compared Other
14. This indicates
that
this
market
is
now
seen
as
profitable
for
video
game
to PCs and consoles opening up to these types of game companies in Combat
19.3%
17.6%
13.8%
18.8%
11.9%
11.8%
11.0%
14.1%
and to strong enthusiasm for accessible games on mobile
es of gamesplatforms.
developed by studios surveyed
In 2015, 22% of video game development studios also
describe the type of games you develop?
claim to be creating serious games, compared with 11.8%
2015
2014
in 2014. This indicates60.6%
that this market is now seen
as
54.1%
profitable for video game
companies
in
its
own
right..
50.5%
47.1%
Board games
10.1%
15.3%
Sports
9.2%
11.8%
MMORPG
7.3%
9.4%
Music
7.3%
11.8%
FPS
6.4%
5.9%
IDATE 2015
27.5%
28.2%
Table 11 : Types of games
22.0% developed by studios 11.8%
surveyed
7.3%
8.2%
Type of game
2015
2014
Indie
60.6%
54.1%
Casual
50.5%
47.1%
Social
27.5%
28.2%
Serious game
22.0%
11.8%
AAA
7.3%
8.2%
Educational
0.9%
2.4%
Kids' games
0.9%
2.4%
Connected object applications
0.9%
0.0%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 109 companies (development studios), response rate:
100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
11
2. Publishers
and distributors focusing on PC game
catalogues
90% of the companies whose main activity involves
publishing and distribution market their games for
personal computers. Only 20% target home consoles and
handheld game consoles.
Table 13 : Publishing/distribution platforms
(publishers/distributors)
Survey carried out between 4 May and 1 July 2015
Number of respondents: 109 companies (development studios), response rate:
100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
There was a larger distribution of responses to the kinds
of games being developed, which can be explained by the
greater number of studios who responded.
Devices
2015
Personal computers
90.0%
Phones and smartphones
70.0%
Tablets
60.0%
Connected TVs
30.0%
Home consoles
20.0%
Handheld consoles
20.0%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 10 companies (publishers and distributors), response
rate: 100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
‘Adventure’ is the genre developed the most by the studios
surveyed (35.8%). Last year it was ‘Puzzle games’ (45.9%),
which has now dropped to 4th (33.9%).
16
Annual Survey of the French Video Game Industry - 2015
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 10 companies (publishers and distributors), response rate: 100%
Figure 9 : Publishing/distribution platforms
Publishing/distribution platforms (publishers/distributors)
(publishers/distributors)
3. Dematerialised production dominated by mobile
devices
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Figure 9:
Consoles portables
20.0%
Consoles de salon
20.0%
Tv Connectées
Mobile platforms preferred by developers
Studios are increasingly targeting smartphones and
tablets for their titles (78% and 76.1% respectively). For
comparison, in 2014, the figures for each of these platforms
were higher (83.5% for mobile phones, 80% for tablets and
75.3% for PCs). The larger number of studios responding to
this survey is probably the reason for this dilution.
30.0%
Tablettes
60.0%
Téléphones et Smartphones
70.0%
Ordinateurs individuels
90.0%
Survey carried out between 4 May and 1 July 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 10 companies (publishers and distributors), response
rate: 100%
Source:
2015
Annual
of the
the preferred
French Video
Industry
- SNJV/IDATE
The
personal
computer
still survey
represents
platformGame
of publishers
in France
(52% of their
catalogue
targets
this device), followed by mobile phones (17% of their catalogue) and tablets (16%).
September
2015
Number of respondents: 10 companies (publishers and distributors), response rate: 100%
More than 70% of development studios produce games for
PCs.
The percentages for home consoles and handheld consoles
remains stable (29.4% and 15.6% respectively, compared
with 00029.4% and 17.6% in 2014).
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Games published or distributed for handheld consoles have almost disappeared from catalogues (1.6% of
the catalogue).
The personal
computer still represents the preferred
Breakdown of catalogues by platform (publishers/distributors)
platform of publishers in France (52% of their catalogue
2015
targets this device), followed by mobile52.4%
phones (17% of
Personal computers
Phones
smartphones
17.0%
theirandcatalogue)
and tablets (16%). Games
published or
Tablets
16.0%
distributed
for handheld consoles have almost
disappeared
Home
consoles
11.8%
Handheld consoles
from catalogues (1.6% of the catalogue). 1.6%
Connected TVs
1.2%
Table 14:
How is your catalogue broken down by platform?
Platforms
TOTAL
With less than 13% of developers targeting connected
objects and connected televisions, these platforms have
lost some interest among studios, down -3.7 points and -5.7
points respectively. It is clear from this that the streaming
game (or Games on Demand) market on connected TVs is
still in its infancy despite encouraging signs.
100.0%
Survey carried out between 4 May and 1 July 2015
Table 14 : Breakdown of catalogues by platform
(publishers/distributors)
Number of respondents: 5 companies (publishers and distributors), response rate: 50%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Platforms
2015
Personal computers
52.4%
Phones and smartphones
17.0%
Tablets
16.0%
Home consoles
11.8%
Handheld consoles
1.6%
www.idate.org © SNJV/IDATE 2015
Connected TVs
1.2%
Table 15 : Development platforms prioritised by
studios
Figure 10 : Breakdown of catalogues by platform
(publishers/distributors)
Breakdown of catalogues by platform (publishers/distributors)
1.6% 1.2%
16.0%
52.4%
17.0%
2014
83.5%
Tablets
76.1%
80.0%
Personal computers
70.6%
75.3%
Home consoles
29.4%
29.4%
Handheld consoles
15.6%
17.6%
Connected objects
12.8%
17.6%
Connected televisions
11.9%
16.5%
Specialised consoles (Vtech, etc.)
2.8%
3.5%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 109 companies (development studios), response rate:
100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
11.8%
2015
78.0%
13
Survey carried out between 4 May and 1 July 2015
Number of respondents: 5 companies (publishers and distributors), response rate:
50%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
Figure 10:
Devices
Phones and smartphones
Personal
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
Ordinateurs individuels
Figure 11 : Development platforms prioritised by
computers
Phones
and
studios
Figure
11:
Development platforms prioritised by studios
Téléphones et Smartphones
smartphones
2.8%
Consoles spécialisées (Vtech etc.)
Tablettes
Tablets
11.9%
Télévisions Connectées
12.8%
Objets connectés
Home
consoles
Consoles
de salon
15.6%
Consoles portables
Handheld
29.4%
Consoles de salon
Consoles portables
70.6%
Ordinateurs individuels
consoles
Tablettes
76.1%
Connected
TVs
Tv Connectées
Téléphones et Smartphones
78.0%
Survey carried out between 4 May and 1 July 2015
Survey carried out between 4 May and 1 July 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 109 companies (development studios), response rate:
100%
Heterogeneous number of productions released
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE The
total number
of video game projects to be released by French studios by the end of 2015 is close to
September
2015
Number of respondents: 5 companies (publishers and distributors), response rate: 50%
Number of respondents: 109 companies (development studios), response rate: 100%
Survey carried out between 4 May and 1 July 2015
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Number of respondents: 5 companies (publishers and distributors), response
rate: 50%
Source:
2015 Annualdominated
survey of the
Video
Game Industry - SNJV/IDATE
Dematerialised
production
byFrench
mobile
devices
- September 2015
Mobile platforms preferred by developers
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
500 titles (including 180 titles by respondents of the 2015 barometer).
In comparison, the number of titles released by French studios in 2014 was estimated at 570.
Studios are increasingly targeting smartphones and tablets for their titles (78% and 76.1% respectively).
54.6%
of studios expect to release 1 to 2 games by the end of 2015 (53.6% in 2014).
For comparison, in 2014, the figures for each of these platforms were higher (83.5% for mobile
phones,
percentage of studios releasing more than 4 games is 10.2%, compared with 21.4% in 2014.
80% for tablets and 75.3% for PCs). The larger number of studios responding to this surveyThe
is probably
Presumably studios have decided to focus their efforts on quality rather than more games. This decrease
the reason for this dilution.
is also partly mitigated by an increase in studios planning to release 3 games (16.7% compared with
9.5% in 2014).
More than 70% of development studios produce games for PCs.
Table 16:
New projects released in 2015 (development studios)
17
The percentages for home consoles and handheld consoles remains stable (29.4%
respectively, compared with 00029.4% and 17.6% in 2014).
How many new projects will you release to market in 2015?
and 15.6%
Number
of projects
2015
2014
None
1
18.5%
35.2%
15.5%
34.5%
2
19.4%
19.1%
16.7%
9.5%
With less than 13% of developers targeting connected objects and connected televisions, these
3 platforms
1:
Development platforms prioritised by studios
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
oles spécialisées (Vtech etc.)
2.8%
Survey carried out between 4 May and 1 July 2015
Heterogeneous number of productions released
Table 17 : New projects released in 2015
Télévisions Connectées
11.9%
companies (development studios), response rate: 99.08%
The total number of video game projectsNumber
to beof respondents:
released 108(publishers/distributors)
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Objets connectés
12.8%
by French studios by the end of 2015 is close to 500 titles
15.6%
Number of projects
2015
2014
Consoles
portables
(including
180 titles by respondents
of the 2015 annual
The 10 publishers/distributors surveyed expect to publish 80 titles in 2015.
Consoles
29.4%
Between 1 and 5
40.0%
survey). de salon
Table 17:
New projects released
in 2015
(publishers/distributors)
Ordinateurs
individuelsthe number of titles released
70.6%
In comparison,
by French
Between
5 and
10
20.0%
How many new projects will you release
to market in 2015?
76.1%
studios Tablettes
in 2014 was estimated at 570.
Between 10 and 15
10.0%
Number of projects
2015
Téléphones et Smartphones
78.0%
More than 15
Between 1 and 5
40.0% 30.0%
54.6% of studios expect to release 1 to 2 games by the end
Between 5 and 10
of 2015
in2015
2014).
rried out between
4 May(53.6%
and 1 July
57.2%
7.1%
7.1%
28.6%
2014
57.2%
Total
20.0% 100.0%
7.1%
100.0%
10.0%
7.1%
Survey carried out between 4 May and 130.0%
July 2015
28.6%
Number of respondents: 10 companies
(publishers and distributors), response
TOTAL
100.0%
100.0%
10.2%, compared with 21.4% in 2014. Presumably
studios rate: 100%
number
of
productions
released
Survey carried out between 4
May
and
1
July
2015
have decided to focus their efforts on quality rather than Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE Number of respondents: 10 companies (publishers and distributors), response rate: 100%
more games. This decrease is also partly mitigated by an September 2015
10 and 15
f respondents: 109 companies (development studios), response rate: Between
100%
More
than
15
015 Barometer
of the
French Video of
Game
Industry
- SNJV/IDATE
- September
The
percentage
studios
releasing
more
than 4 2015
games
is
geneous
al number of video game projects to be released by French
studios
by the of
end
2015
is close
to
Source:
2015 Barometer
the of
French
Video
Game Industry
- SNJV/IDATE - September 2015
planning
release
3 games (16.7%
s (includingincrease
180 titlesin
bystudios
respondents
of theto
2015
barometer).
compared with 9.5% in 2014).
Figure 13:
Figure
13 in: New
projects released in
New projects
released
2015 (publishers/distributors)
2015
arison, the number of titles released by French studios in 2014 was estimated(publishers/distributors)
at 570.
of studios expect
release
to 2 gamesreleased
by the endinof2015
2015 (53.6% in 2014).
Tableto16
: New1 projects
30.0%
rcentage of(development
studios releasing
more than 4 games is 10.2%, compared with 21.4% in 2014.
studios)
ably studios have decided to focus their efforts on quality rather than more games. This decrease
Number
of projects
partly mitigated by an
increase
in studios planning2015
to release 3 tgames (16.7% compared with
2014).
None
18.5%
15.5%
35.2%
New projects released in12015 (development studios)
34.5%
2 to market in 2015? 19.4%
ny new projects will you release
19.1%
of projects
6:
3
2015
16.7%
9.5%
4 or more
18.5%
10.2%
35.2%
21.4%
Total
100.0%
10.0%
2014
15.5%
34.5%
100.0%
19.4%
19.1%
Entre 1 et
40.0%
Between 1 and 5 Entre 5 et
Between 5 and 10 Entre 10 e
Between 10 and 15 Plus de 15
More than 15
20.0%
Survey carried out between 4 May and 1 July 2015
16.7%
9.5%
Survey carried out between 4 May and 1 July 2015
Survey
carried out between 4 May and 1 July 2015
Number of
respondents:
(publishers and
response rate:
100%
10.2% studios),
21.4%
Number of respondents: 108 companies (development
response
rate: 10 companies
Number
of respondents:
10distributors),
companies (publishers
and distributors),
response
Source: 2015 Barometer of the
French
Video Game Industry - SNJV/IDATE - September 2015
99.08%
rate:
100%
100.0%
100.0%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE rried out between
4 May 2015
and 1 July 2015
September
2015
French developers September
opt overwhelmingly
for digital sales
re
f respondents: 108 companies (development studios), response rate: 99.08%
015 Barometer of the French Video Game Industry - SNJV/IDATE - September
2015 studios are
French
developers
opt overwhelmingly
for isdigital
Development
mostly
favouring 'digital'
distribution, which
more sales
accessible and al
Figure 12 : New projects released in 2015
2:
direct relationship withDevelopment
consumers. They
are also
managing
traditional‘digital’
video game distr
studios
are notmostly
favouring
(development
New projects
released instudios)
2015 (development studios)networks.
10.2%
18.5%
16.7%
19.4%
35.2%
distribution, which is more accessible and allows a direct
relationship with consumers. They are also not managing
• On handheld consoles,
76.5% (+16.5%)
use distribution
the PlayStation
Network and 64.7% (-2%) use the
traditional
video game
networks.
Nintendo eShop.
Aucun
We see a very different picture for distribution on physical media, which is down more than 23 po
None
On
handheld
(+16.5%)
useconsole
the PlayStation
to use
physicalconsoles,
media for76.5%
releasing
handheld
games.
1
1Only 23.5% choose
Network and 64.7% (-2%) use the Nintendo eShop.
2
2
We see a very different picture for distribution on physical
3
Table 18:
Digital
distribution
strategyisfordown
handheld
consoles
studios)
media, which
more
than (development
23 points. Only
23.5%
3
4 or more
choose to use physical media for releasing handheld
How do you distribute your games for handheld consoles?
4 et plus
console games.
Distribution method
2015
201
PlayStation Network
Nintendo eShop
76.5%
64.7%
60.0
66.7
Survey carried out between 4 May and 1 July 2015
Number of respondents: 108 companies (development studios), response
rate: 99.08%
org © SNJV/IDATE
2015 2015 Annual survey of the French Video Game Industry - SNJV/IDATE
Source:
www.idate.org © SNJV/IDATE 2015
- September 2015
15
The 10 publishers/distributors surveyed expect to publish
80 titles in 2015.
18
Annual Survey of the French Video Game Industry - 2015
Xbox LIVE Marketplace
Nintendo eShop
71.9%
43.8%
48.0%
48.0%
Electronic physical media (cartridge, CD, DVD)
37.5%
40.0%
Ouya Shop
Other*
6.3%
6.3%
16.0%
12.0%
* Leap Motion, Play Market, Uplay
Survey carried out between 4 May and 1 July 2015
Table 18: Digital distribution strategy for handheld
consoles (development studios)
Distribution method
2015
Figure 15 : Digital distribution strategy for home
consoles
in 2015 (development studios)
Figure 15:
Digital distribution strategy for home consoles in 2015 (development studios)
Number of respondents: 32 companies (studios that develop for home consoles), response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
2014
PlayStation Network
76.5%
60.0%
Nintendo eShop
64.7%
66.7%
Physical media (cartridge, CD,
DVD, etc.)
23.5%
46.7%
Other*
0.0%
6.7%
Ouya Shop
6.3%
Autre
6.3%
37.5%
Distribution par support physique (cartouche,
43.8%
Nintendo Eshop
71.9%
Xbox Live Marketplace
81.3%
Playstation Network
Survey carried out between 4 May and 1 July 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 32 companies (studios that develop for home consoles),
www.idate.org
© SNJV/IDATE
2015
17
response
rate: 100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
* KDDI Smart Pass
Survey carried out between 4 May and 1 July 2015
Number of respondents: 17 companies (studios that develop for handheld
consoles), response rate: 100%
How do you distribute your games for handheld consoles?
Source:media
2015
AnnualCD,survey
of the French Video Game Industry
- SNJV/IDATE
Physical
(cartridge,
DVD, etc.)
23.5%
46.7%September 2015
Other*
0.0%
6.7%
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
•
On smartphones and tablets, there are two
undisputed leaders creating a duopoly: the Apple Store and
Google Play. They leave very little room for competitors with
more than 95% of studios distributing their productions
on these platforms. All other distribution methods have
decreased significantly.
* KDDI Smart Pass
Survey carried out between 4 May and 1 July 2015
Figure 14 : Digital distribution strategy for
handheld
consoles in 2015 (development studios)
Figure 14:
Digital distribution strategy for handheld consoles in 2015 (development studios)
Number of respondents: 17 companies (studios that develop for handheld consoles), response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Distribution par support physique (cartouche,
CD, DVD, …)
Table 20 : Digital distribution strategy for mobile
phones and smartphones (development studios)
23.5%
Nintendo Eshop
64.7%
Playstation Network
76.5%
Distribution method
2015
2014
Apple Store
95.3%
97.2%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 17 companies (studios that develop for handheld consoles), response rate: 100%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 17 companies (studios that develop for handheld
•consoles),
On home consoles,
therate:
top three
places are occupied by the PlayStation Network (81.3%), Xbox Live
response
100%
(71, 9%) and the Nintendo eShop (43.8%). Distribution on physical media continues to decline.
Source:
2015
Annual
survey
of the
French
Video
Industry
- and
SNJV/IDATE
The main
changes
this year
on home
consoles
concern
the Game
PlayStation
Network
Xbox Live, which
have experienced
September
2015 a sharp increase (+25.3 and +23.9 points respectively) thanks to the success of the
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
next generation consoles.
Google Play
95.3%
95.8%
Amazon App Store
38.8%
45.1%
Windows Store
31.8%
35.2%
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
BlackBerry World
5.9%
5.6%
•
On home consoles, the top three places
Digital distribution strategy for home consoles (development studios)
Number of respondents: 32 companies
(studios that develop for home consoles), response
rate: 100%
are
occupied
by
the
PlayStation
Network
(81.3%),
Other*
4.7%
9.8%
How do you distribute your games for home consoles?
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Distribution
method (71, 9%) and the Nintendo eShop
2015
2014
Xbox Live
(43.8%).
Browser
7.0%
PlayStation Network
81.3%
56.0%
• On smartphones and tablets,
there are two undisputed leaders2.4%
creating a duopoly: the Apple
Store
Distribution
physical media continues 71.9%
to decline.
Xbox
LIVE Marketplace on
48.0% and Google Play. They leave very little room for competitors with more than 95% of studios distributing
these platforms.
All other distribution methods
have decreased significantly.
Samsung
Apps
0.0%
8.5%
Nintendo eShop
43.8%
48.0% their productions on
The main changes this year on home consoles37.5%
concern40.0%
the
Electronic physical media (cartridge, CD, DVD)
Table 20:
Digital distribution strategy for mobile phones and smartphones (development studios)
Nokia Ovi Store
0.0%
7.0%
Ouya
Shop
16.0%
PlayStation
Network and Xbox Live, which have6.3%
experienced
How do you distribute your games for mobile phones and smartphones?
Other*
6.3%
12.0%
Distribution method
2015
2014
a sharp increase (+25.3 and +23.9 points respectively)
* Leap Motion, Play Market, Uplay
Apple Store
95.3%
97.2%
* Tizen Store, Fuhu
Survey carried out between 4 May and 1 July 2015
Google Play
95.3%
95.8%
thanks
to
the
success
of
the
next
generation
consoles.
Survey carried out between 4 May and 1 July 2015
Number of respondents: 32 companies (studios that develop for home consoles), response rate: 100%
Table 19:
Amazon App Store
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Digital:distribution
for home consolesstrategy
in 2015 (development
Table 19
Digitalstrategy
distribution
forstudios)
home
Ouya Shop studios)
6.3%
consoles (development
Figure 15:
Autre
6.3%
Distribution par support physique (cartouche,
Distribution
method
Nintendo Eshop
Xbox Live Marketplace
201543.8%
2014
71.9%
Number of respondents: 85 companies (studios that develop for mobile phones and smartphones), response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
56.0%81.3%
Xbox LIVE Marketplace
71.9%
48.0%
Nintendo eShop
43.8%
48.0%
Electronic physical media (cartridge,
CD, DVD)
37.5%
Ouya Shop
6.3%
16.0%
Other*
6.3%
12.0%
40.0%
7.0%
Survey carried out between 4 May and 1 July 2015
81.3%
www.idate.org © SNJV/IDATE 2015
0.0%
Figure 16 : Digital distribution strategy for mobile
phones and smartphones in 2015 (development
studios)
* Tizen Store, Fuhu
PlayStation
Network
Playstation Network
Survey carried out between 4 May and 1 July 2015
45.1%
BlackBerry World
Other*
Nokia Ovi Store
37.5%
38.8%
Number of respondents: 85 companies
(studios that develop
31.8%
35.2% for mobile phones
5.9% 100%
5.6%
and smartphones), response rate:
4.7%
9.8%
Source: 2015 Annual survey of
the French Video Game Industry
- SNJV/IDATE Browser
2.4%
7.0%
September
2015
Samsung Apps
0.0%
8.5%
Windows Store
Figure 16:
Digital distribution strategy for mobile phones and smartphones in 2015 (development studios)
Navigateur
17
2.4%
Autre
4.7%
BlackBerry World
5.9%
Windows Store
Amazon App Store
31.8%
38.8%
Google Play Store
95.3%
Apple Store
95.3%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 85 companies (studios that develop for mobile phones and smartphones), response rate: 100%
Survey carried out between 4 May and 1 July 2015
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
* Leap Motion, Play Market, Uplay
Number of respondents: 85 companies (studios that develop for mobile phones
Survey carried out between 4 May and 1 July 2015
Table 21:
Digital distribution strategy for tablets (development studios)
and
smartphones), response rate: 100%
Number of respondents: 32 companies (studios that develop for home consoles),
How do you distribute your games for tablets?
Source:
2015 Annual survey of the French2015
Video Game Industry
- SNJV/IDATE Distribution method
2014
response rate: 100%
September 2015
Apple Store
95.2%
95.6%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE Google Play
95.0%
92.6%
September 2015
Amazon App Store
39.8%
50.0%
Windows Store
33.7%
36.8%
BlackBerry World
4.8%
7.4%
Web browser
Other*
1.2%
1.2%
7.4%
8.8%
Samsung Apps
Nokia Ovi Store
0.0%
0.0%
8.8%
7.4%
Facebook
0.0%
2.9%
* Tizen Store for 2015
19
www.idate.org © SNJV/IDATE 2015
18
Table 21 : Digital distribution strategy for tablets
(development studios)
Table 22 : Digital distribution strategy for personal
computers (development studios)
Distribution method
2015
2014
Distribution method
Apple Store
95.2%
95.6%
Online download platform (Steam,
Google Play
95.0%
92.6%
Amazon App Store
39.8%
50.0%
Windows Store
33.7%
36.8%
BlackBerry World
4.8%
7.4%
Web browser
1.2%
7.4%
Other*
1.2%
8.8%
Samsung Apps
0.0%
8.8%
Nokia Ovi Store
0.0%
7.4%
Facebook
0.0%
2.9%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 83 companies (studios that develop for tablets), response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Figure 17 : Digital distribution strategy for tablets
(development
studios)
Digital distribution
strategy for tablets (development studios)
Figure 17:
Autre
1.2%
1.2%
BlackBerry World
Windows Store
69.8%
Dedicated website
37.7%
44.4%
Apple Store
28.6%
N/A
Facebook
23.4%
36.5%
Electronic physical media (cartridge, CD, DVD)
22.1%
22.2%
Downloadable client software on
your site
20.8%
25.4%
Flash games or browser-based
streaming games (Kongregate,
BigFish Games, Miniclip
15.6%
N/A*
Google Play
10.4%
12.7%
Other*
3.9%
7.9%
* Not analysed
** Amazon, Windows Store
Survey carried out between 4 May and 1 July 2015
Number of respondents: 77 companies (studios that develop for PCs), response
rate: 100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
Figure 18 : Digital distribution strategy for personal
Digital distribution strategy for personal computers (development studios)
computers
(development studios)
Figure 18:
33.7%
39.8%
Autre*
Google Play Store
95.0%
Apple Store
95.2%
Survey carried out between 4 May and 1 July 2015
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Number of respondents: 83 companies (studios that develop for tablets), response
•rate:
Finally,
on personal computers, the most common distribution methods are based on download
100%
platforms (Steam, Humble, Green Man Gaming, etc.) with a usage rate of 65%. As for physical
Source:
2015
Annual
survey of the
French
Video
Industry
SNJV/IDATE
distribution,
only
22% of development
studios
use it and
this Game
figure has
remained-stable
over the last
year.
September
2015
Number of respondents: 83 companies (studios that develop for tablets), response rate: 100%
Note there has been an overall decrease in percentages. One of the most pronounced is that of
Facebook. Only 23.4% of studios developing for PC use Facebook as a way to distribute their games,
compared with 36.5% in 2014.
•
Finally, on personal computers, the most common
Table
22:
Digital distribution
strategy for
personal
computers
(development
studios) platforms
distribution
methods
are
based
on
download
How do you distribute your games for PCs?
(Steam,method
Humble, Green Man Gaming, etc.)
with a 2014
usage
Distribution
2015
Online download platform (Steam, Metaboli, Nexway, GOG,
rate
of
65%.
As
for
physical
distribution,
only
22%
65.0%
69.8% of
Impulse, Gamersgate, etc.)
Dedicated
website
37.7%
44.4%
development
studios use it and this figure
has remained
Apple Store
28.6%
N/A
stable over the last year.
Facebook
23.4%
36.5%
Electronic physical media (cartridge, CD, DVD)
Downloadable client software on your site
Google Store
Jeux flash ou en streaming dans le navigateur
Logiciel client téléchargeable sur votre site
Survey carried out between 4 May and 1 July 2015
22.1%
20.8%
22.2%
25.4%
Note there has been an overall decrease
15.6% in percentages.
N/A*
One of the most pronounced is that 10.4%
of Facebook.12.7%Only
3.9%
7.9%
of studios developing for PC use Facebook as a way
*23.4%
Not analysed
** Amazon, Windows Store
to distribute their games, compared with 36.5% in 2014.
Survey carried out between 4 May and 1 July 2015
Flash games or browser-based streaming games (Kongregate,
BigFish Games, Miniclip, etc.)
Google Play
Other*
Number of respondents: 77 companies (studios that develop for PCs), response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
www.idate.org © SNJV/IDATE 2015
65.0%
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
4.8%
Amazon App Store
2014
Humble, GOG, Gamersgate, etc.)
* Tizen Store for 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 83 companies (studios that develop for tablets), response
rate: 100%
Source:
2015
Annual
survey
of the2ndFrench
Video Game Industry - SNJV/IDATE Annual
Barometer
of the
French Video
Game Industry,
Edition, 2015
September 2015
Navigateur web
2015
1.2.4.
19
Distribution par support physique électronique
Facebook
3.9%
10.4%
15.6%
20.8%
22.1%
23.4%
Apple Store
28.6%
Site dédié
Plate-forme de téléchargement sur Internet
37.7%
64.9%
Survey carried out between 4 May and 1 July 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 77 companies (studios that develop for PCs), response
AAA
rate:games
100%production in France:
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE There are 8 studios that produce 'AAA' titles. These games, which are aimed at multiple platforms, have
September
2015
very
high production
budgets and development cycles of several years (comparable to blockbusters in the
Number of respondents: 77 companies (studios that develop for PCs), response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
movie industry), and are the most commercially successful on consoles and PCs. Distribution and
marketing costs are also very high.
AAA games production in France:
There are 8 studios that produce ‘AAA’ titles. These games,
which are aimed at multiple platforms, have very high
Moreover,
with such high
investment needed,
all studios producing
AAA games
with
production
budgets
and almost
development
cycles
of partner
several
publishers to finance their productions. These publishers contribute 64% of production costs for these
studios on average and are therefore essential for getting these projects off the ground.
years (comparable to blockbusters in the movie industry),
The
return
on investment
for thecommercially
rights holders of these games
is typically very
good
once the titles and
are
and
are
the most
successful
on
consoles
released: among the studios surveyed, those who produce AAA titles posted an average turnover of 13.5
million
EUR
in
2014.
PCs. Distribution and marketing costs are also very high.
It isintellectual
therefore
difficult
for
young
companies to produce such
New
properties,
ongoing
creative
energy
and
only
studios
withareexperience
and byfinancial
Inbig
terms titles
of production
volume,
more than
235 new projects
currently being developed
the studios
surveyed (including 191 new intellectual properties). In total, in France we estimate this corresponds to a
stability
canvolume
afford
to650produce
an530AAA
game.
The studios
cumulative
production
of around
projects including
new intellectual
properties.
In 2014, this figure was estimated at 720 projects including 620 new intellectual properties.
producing these games are all 10 years old or more, with
an ofaverage
have
an average
92.7%
the studios will155
developemployees
at least 1 game andand
about 40%
will develop
at least 3 (45% annual
in 2014).
This 5-point drop is probably because of development studios wanting to focus their investment on a
production
budget
ofcommercial
13 million
EUR.
smaller
number of titles
to reduce the
risk.
Moreover,
investment
needed, almost all
Table
23:
Number with
of projectssuch
developedhigh
in 2014 and
2015 (development studios)
Number of projects developed
studios
producing
AAA
games
partner
with publishers
to
New projects
2015
2014
None
7.3%
5.9%
finance their productions. These publishers
contribute
64%
1
28.4%
25.9%
of production costs for these studios on average and are
therefore essential for getting these projects off the ground.
It is therefore difficult for young companies to produce such big titles and only studios with experience
and financial stability can afford to produce an AAA game. The studios producing these games are all 10
years old or more, with an average 155 employees and have an average annual production budget of 13
million EUR.
www.idate.org © SNJV/IDATE 2015
20
20
Annual Survey of the French Video Game Industry - 2015
The return on investment for the rights holders of these
games is typically very good once the titles are released:
among the studios surveyed, those who produce AAA titles
posted an average turnover of 13.5 million EUR in 2014.
Among the games developed, 89% will be new intellectual
properties. Such creative energy was also found last year
(93%).
Table 24 : Proportion of original IPs among projects
under development (development studios)
4. New intellectual properties, ongoing creative
energy
Number of original IPs
2015
2014
None
11.0%
7.0%
1
36.7%
31.8%
2
28.4%
28.2%
In terms of production volume, more than 235 new projects
are currently being developed by the studios surveyed
(including 191 new intellectual properties). In total, in
France we estimate this corresponds to a cumulative
production volume of around 650 projects including 530
new intellectual properties.
In 2014, this figure was estimated at 720 projects including
620 new intellectual properties.
3
13.8%
16.5%
4 or more
10.1%
16.5%
Total
100.0%
100.0%
Survey carried out between 4 May and 1 July 2015
92.7% of the studios will develop at least 1 game and about Number of respondents: 101 companies (development studios developing at least
new project in 2015, see above), response rate: 100%
40% will develop at least 3 (45% in 2014). This 5-point 1Source:
2015 Annual survey of the French Video Game Industry - SNJV/IDATE drop is probably because of development studios wanting September 2015
to focus their investment on a smaller number of titles to
reduce the commercial risk.
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
Table 23 : Number of projects developed in 2014
Figure 10:
and 2015 (development studios)
New projects
2015
2014
None
7.3%
5.9%
1
28.4%
25.9%
2
22.9%
22.4%
nual Barometer of the French Video Game Industry, 2nd Edition, 2015
3
21.1%
17.6%
4 or more
20.2%
28.2%
100.0%
100.0%
umber of projects developed
Total
Figure 20 : Proportion of original IPs among
projects under development in 2015 (development
Breakdown of catalogues by platform (publishers/distributors)
studios)
1.6% 1.2%
Ordinateurs individu
11.8%
Téléphones et Sma
16.0%
52.4%
None
1
2
3
Consoles de salon
Consoles portables
17.0%
22.9%
Tablettes
22.4%
Tv Connectées
21.1%
17.6%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 109 companies (development studios),
rate: out between
or more
20.2%response
28.2%
Survey carried
4 May and
1 July 2015
Survey carried
out between
4 May and 1 July 2015
100%
OTAL
100.0% Number of respondents:
100.0%
5 companies
(publishers
distributors),
response rate:
50%developing at
Number
of respondents:
101 and
companies
(development
studios
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE least 1ofnew
in 2015,
seeIndustry
above),-response
rate:- September
100%
rvey carried out between 4 May and 1 July 2015
Source: 2015 Barometer
the project
French Video
Game
SNJV/IDATE
2015
September 2015
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE
umber of respondents: 109 companies (development studios), response rate: 100%
- September 2015
urce: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
gure 19:
1.2.3.inDematerialised
production dominated by mobile devices
Figure 19 : Number of projects developed
2015
Number
of projects developed
(development
studios) in 2015 (development studios)
Mobile platforms preferred by developers
7.3%
Studios are increasingly targeting smartphones and tablets for their titles (78% and 76.1% re
For comparison, in 2014, the figures for each of these platforms were higher (83.5% for mob
80% for tablets and 75.3% for PCs). The larger number of studios responding to this survey
the reason for this Aucun
dilution.
20.2%
28.4%
21.1%
None
1
1
More than 70% of 2
development studios produce games for PCs.
2
3
The percentages 3for home consoles and handheld consoles remains stable (29.4% a
4 or more
respectively, compared
with 00029.4% and 17.6% in 2014).
4 et plus
With less than 13% of developers targeting connected objects and connected televisions, thes
have lost some interest among studios, down -3.7 points and -5.7 points respectively. It is cle
rvey carried out between 4 May and 1 July 2015
that the streaming game (or Games on Demand) market on connected TVs is still in its infan
Survey carried out between 4 May and 1 July 2015
umber of respondents: 109 companies (development studios), response rate: 100% encouraging signs.
Number of respondents: 109 companies (development studios), response
22.9%
urce: 2015 Barometer
of the French Video Game Industry - SNJV/IDATE - September 2015
rate: 100%
Table 15:
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE
Development platforms prioritised by studios
mong the games
developed,
Such
creative
was games
also for?
- September
2015 89% will be new intellectual properties.
Which
platforms
do energy
you develop
und last year (93%).
Devices
Phones and smartphones
able 24:
Proportion of original IPs among projects under development (development studios)
Tablets
f these new projects, how many will be original intellectual properties?
Personal computers
umber of original IPs
2015
2014
Home consoles
one
11.0%
7.0%
Handheld consoles
36.7%Connected objects
31.8%
28.4%Connected televisions 28.2%
21
13.8%Specialised consoles (Vtech,
16.5%etc.)
2015
78.0%
201
83.5
76.1%
70.6%
80.0
75.3
29.4%
29.4
15.6%
12.8%
17.6
17.6
11.9%
16.5
2.8%
3.5
Table 26:
Video game distribution methods in 2014 and 2015 (development studios)
Game distribution method
Aucun
13.8%
1
2
1.3.Production models
36.7% strongly
impacted by dematerialisation
3
Distribution method
Dematerialised games
2015
100.0%
2014
100.0%
Games sold on physical media (cartridge, CD, DVD, etc.)
29.4%
30.0%
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
Survey carried out between 4 May and 1 July 2015
distribution methods in 2014 and 2015 (development studios)
FigureVideo22game: Video
game distribution methods in
2015
2014
2015 (development studios)
Number of respondents: 109 companies (development studios), response rate: 100%
Table 26:
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Game distribution method
Distribution
Figure 22: method
Video game distribution methods in 2015 (development studios)
Dematerialised games
4 et plus
100.0%
Games sold on physical media
(cartridge, CD, DVD, etc.)
28.4%
1. Fully
dematerialised production within a context
of disintermediation in the value chain
100.0%
100.0%
29.4%
30.0%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 109 companies (development studios), response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Figure 22:
ut between 4 May and 1 July 2015
Video game distribution methods in 2015 (development studios)
29.4%
Self-publishing and disintermediation are central to
ondents: 101 companies (development studios developing at least 1 new project in 2015, see Erreur ! Source du100.0%
currentrate:
production
models. 75.2% of the studios surveyed
Jeux dématérialisés
JeuxGames
vendus via
un support
physiquemedia
(cartouche,
sold
on physical
ble. above), response
100%
Dematerialised
games
CD, DVD,
…) etc.)
(cartridge,
CD, DVD,
publish
their productions
themselves
arometer of theclaim
French to
Video
Game Industry
- SNJV/IDATE - September
2015 (+3.4 points
Survey carried out between 4 May and 1 July 2015
29.4%
Survey
carried109
outcompanies
between
4 Maystudios),
and 1response
July 2015
Number
of respondents:
(development
rate: 100%
from 2014).
Number of respondents: 109 companies (development studios), response rate:
100% Video game distribution methods in 2014 and 2015 (development studios)
dématérialisés
Jeux vendus via un support physique (cartouche,
Source: 2015Jeux
Annual
survey of the French
Video Game
Industry - SNJV/IDATE CD, DVD, …)
September100.0%
2015 100.0%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
on models strongly impacted by dematerialisation
Figure 23:
Table 25 : Development studios and self-publishing
Survey carried out between 4 May and 1 July 2015
terialised production within a context of disintermediation in the value
chain 109 companies (development studios), response rate: 100%
Number of respondents:
Figure
23of :theVideo
game
methods in 2014
Source:
2015 Barometer
French Video Game
Industry distribution
- SNJV/IDATE - September 2015
Self-publishing
2015
2014
30%
29.4%
andgame
2015
(development
23: studios
Video
distribution
methods in 2014 and 2015studios)
(development studios)
ng and disintermediation are central to current production models. 75.2% Figure
of2014
the
Yes themselves (+3.475.2%
71.8%
m to publish their productions
points from 2014).
100.0%
100.0%
No
Development studios and self-publishing
24.8%
28.2%
Total
sh your productions yourself?
100.0%
100.0%
ng
Jeux dématérialisés
30%
Number of respondents: 109 companies (development studios), response rate: 100%
2014
29.4%
2015
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Survey carried out between 4 May and 1 July 2015
75.2% 1.3.2.
Number of respondents: 109 companies (development studios), response rate:
24.8%
100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE
100.0% September 2015
ut between 4 May and 1 July 2015
Jeux vendus via un support physique
(cartouche, CD, DVD, …)
Survey carried out between 4 May and 1 July 2015
2015
1.3.2.
ondents: 109 companies (development studios), response rate: 100%
2015
arometer of the French Video Game Industry - SNJV/IDATE - September 2015
Figure 21 : Development studios and self-
2014
Jeux dématérialisés
Jeux vendus
unphysical
support physique
Games
soldviaon
media
Business
models:
free-to-play
still favoured
Dematerialised
games
71.8%
(cartouche, CD, DVD, …)
(cartridge, CD, DVD, etc.)
28.2%
a 'free-to-play' model. It is now the dominant model in the
Number
of respondents:
109
companies
(development
studios),
100%
Survey
carriedtraditional
out
between
4 May
andtoresponse
1 use
Julyarate:
2015
industry,
although
segments
continue
pay-per-play
approach. However, the free-to100.0%
Source:
2015
Barometer
of
the
French
Video
Game
Industry
- SNJV/IDATE
- Septemberof
2015
play
model has
5 points 109
from last
year,
probably
because
the
relative difficulty
in mastering
Number
of dropped
respondents:
companies
(development
studios),
response
rate:
this complex approach. In addition, it is costly deploying the ARM strategies used by F2P (Acquisition,
100% and Monetisation). The most profitable games leveraging this model are well-established older
Retention
Business
models: free-to-play still favoured
titles,
which 2015
are widely
copied,survey
but hardof
to the
compete
with. Video Game Industry - SNJV/IDATE Source:
Annual
French
September
2015
63.4%
of
studios
claim
to
have
adopted
a
'free-to-play'
model.
It is nowinthe
model in
the
Also of note is growth in the 'in-app advertising' model,
and stability
thedominant
'paid purchase
without
Survey
out between
4 May
1 July
2015
63.4%carried
of studios
claim
to and
have
adopted
industry,
segments continue to use a pay-per-play approach. However, the free-toadditionalalthough
content' traditional
model (47.6%).
play
model
5 points
from last paid
year,content'
probablymodel
because
of the7 relative
difficulty
Finally,
the has
'paiddropped
purchase
with additional
is down
points and
'pay in
bymastering
chapter' is
this
complex
approach.
In
addition,
it is costly deploying the ARM strategies used by F2P (Acquisition,
down 10 points.
Retention and Monetisation). The most profitable games leveraging this model are well-established older
titles, which are widely copied, but hard to compete with.
2. Business models: free-to-play still favoured
Development
studios and in
self-publishing
in 2015
publishing
2015
63.4% of studios claim to have adopted a ‘free-to-play’
model. It is now the dominant model in the industry,
although traditional segments continue to use a payOui
YES
per-play approach. However, the free-to-play model has
NO
Non dropped 5 points from last year, probably because of the
relative difficulty in mastering this complex approach. In
75.2%
addition, it is costly deploying the ARM strategies used
by F2P (Acquisition, Retention and Monetisation). The
Survey carried out between 4 May and 1 July 2015
ut between 4 May and 1 July 2015
most profitable games leveraging this model are wellNumber of respondents: 109 companies (development studios), response rate:
ondents: 109 companies
(development studios), response rate: 100%
100%
established older titles, which are widely copied, but hard
arometer of theSource:
French 2015
VideoAnnual
Game survey
Industryof- the
SNJV/IDATE
- September
2015 - SNJV/IDATE French Video
Game Industry
to compete with.
September 2015
Also
of note
os surveyed claim to publish their productions in a dematerialised format, while
29.4%
useis growth in the ‘in-app advertising’ model, and
stability
in
the ‘paid purchase without additional content’
ia. There was
no
notable
change
from
2014.
All the studios surveyed claim to publish their productions
model
(47.6%).
in a dematerialised format, while 29.4% use physical
Finally, the ‘paid purchase with additional paid content’
media. There was no notable change from 2014.
model is down 7 points and ‘pay by chapter’ is down 10
points.
24.8%
Also of note is growth in the 'in-app advertising' model, and stability in the 'paid purchase without
additional
model
www.idate.orgcontent'
© SNJV/IDATE
2015(47.6%).
23
Finally, the 'paid purchase with additional paid content' model is down 7 points and 'pay by chapter' is
down 10 points.
www.idate.org © SNJV/IDATE 2015
Table 26 : Video game distribution methods in 2014
and 2015 (development studios)
NJV/IDATE 2015
Distribution method
2015
2014
Dematerialised games
100.0%
100.0%
Games sold on physical media (cartridge, CD, DVD, etc.)
29.4%
30.0%
23
Table 27 : Business models adopted in 2014 and
22
2015 (development
studios)
Survey carried out between 4 May and 1 July 2015
Number of respondents: 109 companies (development studios), response rate:
100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
22
Business models
2015
2014
Free-to-play with in-app purchases
63.4%
68.9%
Paid purchase without additional
content
47.6%
47.5%
In-app advertising
39.0%
37.7%
Paid purchase with additional paid
content
11.0%
18.0%
Pay by chapter
2.4%
13.1%
Subscription
1.2%
0.0%
Annual Survey of the French Video Game Industry - 2015
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
Table 27:
Business models adopted in 2014 and 2015 (development studios)
business model(s)
you prefer to
use?
*Which
Subscription
to a doplatform,
licences,
out-of-app advertising: Adsense website
Business models
2015
2014
banners
Free-to-play with in-app purchases
63.4%
68.9%
Survey
carried
out
between
4
May
and
1
July
2015
Paid purchase without additional content
47.6%
47.5%
Number
of respondents: 82 companies (development studios),
response
In-app advertising
39.0%
37.7%rate:
Paid
purchase
with
additional
paid
content
11.0%
18.0%
75.2%
Pay by chapter
2.4%
13.1%
Source:
2015
Annual
survey
of
the
French
Video
Game
Industry
SNJV/IDATE
Subscription
1.2%
0.0%
September
2015
* Subscription to a platform, licences, out-of-app advertising: Adsense website banners
Survey carried out between 4 May and 1 July 2015
Figure 24 : Business models adopted in 2015
(development
studios)
Figure 24:
Business models adopted in 2015 (development studios)
Number of respondents: 82 companies (development studios), response rate: 75.2%
Abonnement
As companies increase their payroll or even their turnover,
they tend to use several business models. This partly stems
from a desire to diversify the pricing strategy so the largest
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
number of users can be addressed.
Figure 25:
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Achat au chapitre
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
1.2%
2.4%
Payant à l'achat avec contenu additionnel payant
11.0%
Publicité in app
39.0%
Payant à l'achat sans contenu additionnel
47.6%
63.4%
Gratuit à l'achat avec in app purchase (free to
Survey carried out between 4 May and 1 July 2015
Number of respondents: 82 companies (development studios), response rate: 75.2%
Survey
carried out between 4 May and 1 July 2015
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Number of respondents: 82 companies (development studios), response rate:
Despite a slight decrease in the proportion of free-to-play, it remains the most used by French studios and
75.2%
accounts for 40.4% of their catalogues. In 2015, the 'paid purchase without additional content' model is
Source:
2015
Annual
survey
of the
Video
Game Industry - SNJV/IDATE not far behind,
having
seen strong
growth
overFrench
the last year
(+7%).
September
2015
Lastly, the growth
of the 'in-app advertising' model (+1.6 points) is expected to continue in the coming
years.
Average share of each of these business models in video game catalogues in 2015
(development studios)
3. Significant production budgets, but relatively
Achat au
chapitre
1.2%for marketing the
low proportion
reserved
Abonnement
2.1%
games
Payant à l'achat avec contenu additionnel
4.1%
Publicitéannual
in app
12.4%
In 2014, the average
production
budget was 1.33
Payant à l'achat sans contenu additionnel
39.9%
million
EUR. It could increase by 12.5% in 2015, reaching
Gratuit à l'achat avec in app purchase (free to
40.4%
1.5 million EUR.
Survey carried out between 4 May and 1 July 2015
However, there is a large disparity between the studios,
Number of respondents: 78 companies (development studios), response rate: 71.6%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
shown by the median1 average of 200,000 EUR.
As companies increase their payroll or even their turnover, they tend to use several business models.
This partly stems from a desire to diversify the pricing strategy so the largest number of users can be
addressed.
Table 29 : Average annual production budgets per
company (all companies)
1.3.3. Significant production budgets, but relatively low proportion reserved for marketing the
games
Year
Amount
Table 28:
Average
share ofdecrease
each of these business
models
in video game catalogues
in 2014 and 2015
Despite
a slight
in the
proportion
of free-to-play,
(development studios)
What
proportion of your
each of by
these French
business models
represent? and accounts
it
remains
thecatalogue
mostdoesused
studios
Business models
2015
2014
for
40.4%
of purchases
their catalogues. In 2015,40.4%
the ‘paid purchase
Free-to-play
with in-app
42.9%
Paid purchase without additional content
39.9%
33.0%
without
additional content’ model is not
far behind,10.8%
having
In-app advertising
12.4%
Paid purchase
with additional
paid content
4.1%
6.4%
seen
strong
growth
over the last year (+7%).
Subscription
2.1%
3.2%
Lastly,
the growth of the ‘in-app advertising’
model
Pay by chapter
1.2%
3.7%(+1.6
TOTAL
100.0%
100.0%
points)
is
expected
to
continue
in
the
coming
years.
* Subscription to a platform, licences, out-of-app advertising: Adsense website banners
Table 28 : Average share of each of these business
models in video game catalogues in 2014 and 2015
(development studios)
Survey carried out between 4 May and 1 July 2015
In 2014, the average annual production budget was 1.33 million EUR. It could increase by 12.5% in 2015,
reaching 1.5 million EUR.
2
However, there is a large disparity between the studios, shown by the median average of 200,000 EUR.
In 2014
€1,334,859
2015 estimate
€1,501,364
Table 29:
Average annual production budgets per company (all companies)
Survey carried out between 4 May and 1 July 2015
Number of respondents: 97 companies (all activities), response rate: 66.4%
Amount
Source: 2015 Annual survey of the French Video Game Industry
- SNJV/IDATE In 2014:
€1,334,859
September
2015
2015 estimate
€1,501,364
Average annual production budgets per company
Year
Figure 26 : Average annual production budgets per
company (all companies) (in millions of EUR)
Survey carried out between 4 May and 1 July 2015
Number of respondents: 78 companies (development studios), response rate: 71.6%
Number of respondents: 97 companies (all activities), response rate: 66.4%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Figure 26:
Average annual production budgets per company (all companies) (in millions of EUR)
1,34
Business models
2015
1,50
2014
www.idate.org © SNJV/IDATE 2015
24
Free-to-play with in-app
purchases
40.4%
42.9%
En
In 2014
2014
Estimation
2015
2015
estimate
Survey carried out between 4 May and 1 July 2015
Paid purchase without
additional content
39.9%
33.0%
In-app advertising
12.4%
10.8%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 97 companies (all activities), response rate: 66.4%
INSEE definition:
'If aAnnual
distributionsurvey
of wages, of
income,
etc,Video
is sequenced,
the Industry
median is the- value
which splits this
Source:
2015
the turnover,
French
Game
SNJV/IDATE
distribution into two equal parts. For a distribution of wages, for example, the median is the wage below which 50% of salaries are
September
2015
situated.
Equivalently,
it is the wage above which 50% of salaries are situated.'
Paid purchase with additio4.1%
nal paid content
6.4%
www.idate.org © SNJV/IDATE 2015
Subscription
2.1%
3.2%
Pay by chapter
1.2%
3.7%
Total
100.0%
100.0%
Number of respondents: 97 companies (all activities), response rate: 66.4%
2
If considering only development studio responses, the
overall average production budget amounted to 1.26
million EUR in 2014 and could reach 1.44 million EUR by
the end of 2015 (+14%).
Table 30 : Average annual production budgets per
studio (development studios)
* Subscription to a platform, licences, out-of-app advertising: Adsense website
banners
Survey carried out between 4 May and 1 July 2015
Number of respondents: 78 companies (development studios), response rate:
71.6%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
Figure 25 : Average share of each of these
business
models
inofvideo
game
catalogues
in 2015
Figure
25:
Average
share of each
these business
models
in video game catalogues
in 2015
(development studios)
(development
studios)
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
Achat au chapitre
Abonnement
Payant à l'achat avec contenu additionnel
Publicité in app
25
Year
Amount
In 2014
€1,261,359
2015 estimate
€1,440,358
Survey carried out between 4 May and 1 July 2015
Number of respondents: 90 companies (development studios), response rate:
82.6%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
1.2%
2.1%
2
INSEE definition: ‘If a distribution of wages, income, turnover, etc, is sequenced, the median is the value which splits this distribution into two equal
parts. For a distribution of wages, for example, the median is the wage below
which 50% of salaries are situated. Equivalently, it is the wage above which
50% of salaries are situated.’
4.1%
12.4%
Payant à l'achat sans contenu additionnel
39.9%
Gratuit à l'achat avec in app purchase (free to
40.4%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 78 companies (development studios), response rate:
71.6%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 78 companies (development studios), response rate: 71.6%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
As companies increase their payroll or even their turnover, they tend to use several business models.
This partly stems from a desire to diversify the pricing strategy so the largest number of users can be
addressed.
23
1.3.3. Significant production budgets, but relatively low proportion reserved for marketing the
games
Average annual production budgets per studio
Year
Amount
In 2014:
€1,261,359
2015 estimate
€1,440,358
Survey carried out between 4 May and 1 July 2015
Figure 27 : Average annual production budgets per
studio
(development
studios)
millions
euros)
Figure
27:
Average
annual production budgets
per studio(in
(development
studios)of
(in millions
of euros)
Table 32 : Average annual production budgets per
game and per platform (development studios with a
turnover less than 10M EUR)
Number of respondents: 90 companies (development studios), response rate: 82.6%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
1,44
1,26
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
2014
InEn2014
Estimation
2015
2015
estimate
Survey carried out between 4 May and 1 July 2015
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Number of respondents: 90 companies (development studios), response rate: 82.6%
Survey carried out between 4 May and 1 July 2015
Production budget / device
In 2014:
2015 estimate
Production budget /
device
€742,727
€852,083
Home consoles
€469,098
€492,183
2015 Barometer
of the French 90
Videocompanies
Game Industry -(development
- September
2015 response rate:
Number
ofonly
respondents:
studios),
IfSource:
considering
development
studio
responses,SNJV/IDATE
the overall
average
production budget amounted to
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
1.26
million EUR in 2014 and could reach 1.44 million EUR by the end of 2015 (+14%).
82.6%
If considering only studios with a turnover less than 10 million EUR, their average budget for 2014 and
Source:
2015
Annual
survey
of
the
French
Video
Game
Industry
SNJV/IDATE
2015
is
about
595,000
EUR.
Table 30:
Average annual production budgets per studio (development studios)
Personal computers
€147,930
September 2015
Average
annual
production
budgets
per studio
Table 31:
Average
annual
production
budgets (development studios with a turnover less than 10M EUR)
Average annual production budgets (development studios with a turnover less than 10M EUR)
Year
Amount
Tablets
€54,000
€65,833
Handheld consoles
€51,667
€58,333
Connected objects
€50,000
€15,000
The average budget per game and per platform was 207,000 EUR in 2014 and 225,000 EUR in 2015, an
estimated increase of 8.6%. This corroborates the idea that studios are developing fewer games in 2015,
but giving them a larger budget.
Unsurprisingly, the highest budgets are allocated to games for home consoles and personal computers,
with budgets of more than 850,000 EUR and 490,000 EUR respectively in 2015. Other platforms
generally have a budget below 160,000 EUR per game. This difference is accentuated because on
consoles and PCs, the development cycle generally spans several years in contrast to mobile games,
which can be developed in a year or even less.
If considering only studios with a turnover
less than 10
€1,261,359
Amount
€1,440,358
million EUR, their average budget for 2014
and 2015 is
€594,835
Survey carried out between 4 May and 1 July 2015
2015 estimate
€598,451
about
595,000
EUR.
Number
of respondents:
90 companies
(development studios), response rate: 82.6%
Survey carried out between 4 May and 1 July 2015
InYear
2014:
2015 estimate
In 2014:
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Number of respondents: 68 companies (development studios with a turnover of less than 10M EUR), response rate: 89.47%
Table 31 : Average annual production budgets
(development studios with a turnover less than
10M EUR) 0,595
0,598
Specialised consoles
€19,100
€13,500
(Vtech,Average
etc.) annual production budgets per game and per platform (development studios with a
Source:27:
2015 Barometer
of the French
Video Game
Industry
- SNJV/IDATE
- September studios)
2015
Figure
Average annual
production
budgets
per
studio (development
(in millions of euros)
Table 32:
Figure 28:
Average annual production budgets (development studios with
1,44a turnover less than 10M
EUR) (in millions of EUR) 1,26
turnover less than 10M EUR)
Connected televisions
€207,142
In 2014
En 2014
2015 estimate
In 2014:
2015 estimate
Connected objects
€51,667
€58,333
Specialised consoles (Vtech, etc.)
Connected televisions
€50,000
€19,100
€15,000
€13,500
€207,142
€224,880
Survey carried out between 4 May and 1 July 2015
€742,727
€852,083
Number of respondents: 62 companies (development
studios with a€492,183
turnover of
Personal computers
€469,098
less than
10M
EUR), response rate: 81.58%
Mobile
phones
and smartphones
€147,930
€161,000
Tablets
€141,105
Source: 2015 Annual survey of the French Video€122,611
Game Industry - SNJV/IDATE
Handheld consoles
€54,000
€65,833
September 2015
Amount
Survey carried out between 4 May
and 1 July 2015
En 2014
Home consoles
Estimation 2015
€594,835
Estimation 2015
€598,451
Number of respondents: 90 companies (development studios), response rate: 82.6%
Survey2015
carried
out between
4 May
andVideo
1 JulyGame
2015Industry - SNJV/IDATE - September 2015
Source:
Barometer
of the
French
Number of respondents: 68 companies (development studios with a turnover of less than 10M EUR), response rate: 89.47%
Survey carried out between 4 May and 1 July 2015
If considering only studios with a turnover less than 10 million EUR, their average budget for 2014 and TOTAL
Number
respondents:
68 companies (development studios with a turnover of
2015
is aboutof
595,000
EUR.
Survey carried out between 4 May and 1 July 2015
less than 10M EUR), response rate: 89.47%
Table 31:
Average annual production budgets (development studios with a turnover less than 10M EUR)
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE Average annual production budgets (development studios with a turnover less than 10M EUR)
September 2015
www.idate.org © SNJV/IDATE 2015
Year
Amount
In 2014:
€594,835
2015 estimate
€598,451
Figure 29 : Average annual production budgets per
game and per platform (development studios with a
Figure 29:
Average annual production budgets per game and per platform (development studios with a
turnover
less
than
10M
EUR)
turnover
less than
10M EUR)
(in millions
of EUR)(in millions of EUR)
26 Number of respondents: 62 companies (development studios with a turnover of less than 10M EUR), response rate: 81.58%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
0,74
Figure 28 : Average annual production budgets
Number of respondents: 68 companies (development studios with a turnover of less than 10M EUR), response rate: 89.47%
Source:
2015 Barometer of the French
Video Game Industry
- SNJV/IDATE
- September 2015less than
(development
studios
with
a turnover
Figure
28:
Average
annual
production
budgets
(development
10M EUR) (in millions of EUR) studios with a turnover less than 10M
EUR) (in millions of EUR)
Survey carried out between 4 May and 1 July 2015
0,595
€224,880
Average production budgets per game and per platform (excluding studios with a turnover greater than 10M
EUR)
Production budget / device
Year
€161,000
Mobile phones and
Source: 2015 Barometer of the French Video Game Industry€122,611
- SNJV/IDATE - September 2015 €141,105
smartphones
0,85
Budget de production moyen 2014
0,47 0,49
Budget de production moyen 2015
0,15 0,16
0,598
Consoles de Ordinateurs
salon
Individuels
0,12 0,14
Téléphones
mobiles et
Smartphones
Tablettes
0,05 0,07
0,05 0,06
0,05
Consoles
portables
Objets
connectés
Consoles
spécialisées
(VTech, etc.)
0,01
0,02 0,01
Télévisions
connectées
Survey carried out between 4 May and 1 July 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 62 companies (development studios with a turnover of
lessphase
thanof10M
EUR),involving
response
rate: 81.58%
The
production
communications
and marketing costs in particular is very important for
the
success2015
of a video
game.survey
All of theofstudios
reserve an
average
of 11.8%
of their -production
budget -to
Source:
Annual
the French
Video
Game
Industry
SNJV/IDATE
promoting their games, which is relatively low given the strategic nature of this phase, but also given the
September
high
percentage2015
of studios who self-publish their games, especially on dematerialised platforms. This
Number of respondents: 62 companies (development studios with a turnover of less than 10M EUR), response rate: 81.58%
2014
InEn2014
Estimation
2015
2015
estimate
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Survey carried out between 4 May and 1 July 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 68 companies (development studios with a turnover of
less than 10M EUR), response rate: 89.47%
www.idate.org
SNJV/IDATE
2015
Source:© 2015
Annual
survey of the French Video Game Industry - SNJV/IDATE September 2015
Number of respondents: 68 companies (development studios with a turnover of less than 10M EUR), response rate: 89.47%
26
reflects the low investment capacity of development studios in general.
The phase of production involving communications and
marketing costs in particular is very important for the
success of a video game. All of the studios reserve an
average of 11.8% of their production budget to promoting
their games, which is relatively low given the strategic
nature of this phase, but also given the high percentage
of studios who self-publish their games, especially on
dematerialised platforms. This reflects the low investment
capacity of development studios in general.
www.idate.org © SNJV/IDATE 2015
The average budget per game and per platform was
207,000 EUR in 2014 and 225,000 EUR in 2015, an
estimated increase of 8.6%. This corroborates the idea that
studios are developing fewer games in 2015, but giving
them a larger budget.
Unsurprisingly, the highest budgets are allocated to games
for home consoles and personal computers, with budgets
of more than 850,000 EUR and 490,000 EUR respectively
in 2015. Other platforms generally have a budget below
160,000 EUR per game. This difference is accentuated
because on consoles and PCs, the development cycle
generally spans several years in contrast to mobile games,
which can be developed in a year or even less.
24
27
Annual Survey of the French Video Game Industry - 2015
Table 33 : Proportion of production budget
dedicated to promoting games (development
studios)
Proportion/device
Figure 31 : Proportion of production budget
dedicated to promoting games (development
studios
withof aproduction
turnover
less tothan
10M
Figure
31:
Proportion
budget dedicated
promoting
gamesEUR)
(development studios with a
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
turnover less than 10M EUR)
%
Tablettes
Proportion/device
15.1%
Personal computers
12.5%
Home consoles
12.5%
Mobile phones and smartphones
10.6%
Tablets
8.1%
Handheld consoles
0.7%
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
Connected televisions
Home
consoles
Survey
carried out between 4
Mobile
phones
smartphones
Number
ofandrespondents:
87
Tablets
79.82 %
Handheld consoles
Source: televisions
2015 Annual
Connected
Connected
objects
September
2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 72 companies (development studios with a turnover of
Ifless
we break
down
by studio
age, we
see81.81%
that those studios under 5 years old reserve the largest
than it10M
EUR),
response
rate:
proportion of their production budget to promoting their games, with a 14.9% share. Young companies
Source:
2015
survey
the French
Video
Industry
- SNJV/IDATE
are
probably
moreAnnual
in tune with
socialofmedia
environments
andGame
their impact
on sales
of their products.
Furthermore,
Septembermotivated
2015 by the opportunity to capture a larger share of the revenue generated, they are
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
increasingly foregoing the use of intermediaries to market their games. And they are gradually realising
the kind of communication and marketing control they can seize, which was previously the domain of
experienced publishers.
11.8%
Proportion of production budget dedicated to promoting games based on studio age
15.1%
10.6%
8.1%
survey of the French Video Game Industry
- SNJV/IDATE 0.7%
0.7%
0.0%
11.8%
Figure 30 : Proportion of production budget
dedicated to promoting games (development
studios)
Figure 30:
Proportion of production budget dedicated to promoting games (development studios)
TOTAL
Survey carried out between 4 May and 1 July 2015
Number of respondents: 87 companies (development studios), response rate: 79.82 %
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Objets connectés
0.7%
0.7%
Consoles portables
If we break it down by studio age, we see that those studios
Proportion of production budget dedicated to promoting games based on studio age
under 5 years old reserve the largest proportion of their
production budget to promoting
their
games, with aOver
14.9%
Age/devices
Under 5
Between 5 and 10
10
share.
Young companies 18.6%
are probably 5.5%
more in tune
with
Personal
computers
10.0%
Home consoles
18.3%
3.1%
14.1%
social
media
environments
and
their
impact
on
sales
of
Mobile phones and smartphones
16.0%
6.5%
10.5%
Tablets
11.9% motivated6.1%
14.4%
their products. Furthermore,
by the opportunity
Handheld consoles
5.5%
10.0%
to capture a larger share 9.0%
of the revenue
generated,
they
Connected televisions
0.0%
0.0%
1.0%
Connected
objects
1.7%
are increasingly
foregoing0.0%the use of0.0%intermediaries
to
TOTAL
14.9%
6.6%
11.2%
market
games.
And they are gradually realising the
Survey
carried out their
between 4 May
and 1 July 2015
Number of respondents: 86 companies (development studios), response rate: 78.9%
kind of communication and marketing control they can
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
seize,
which ofwas
previously
domain
of on
experienced
Figure
32:
Proportion
production
budget dedicatedthe
to promoting
games based
studio age
publishers.
20.0%
Table 35:
%
12.5%
May and 1 July 2015
12.5%
companies (development studios),
response rate:
Télévisions connectées
18.0%
16.0%
14.0%
12.0%
10.0%
8.0%
6.0%
4.0%
2.0%
0.0%
8.1%
Tablettes
16.3%
Number of respondents: 72 companies (development studios with a turnover of less than 10M EUR), response rate: 81.81%
0.7%
Specialised consoles (Vtech, etc.)
15.7%
Survey carried out between 4 May and 1 July 2015
Proportion of production budget dedicated to promoting games (development studios)
Personal computers
9.3%
Consoles de salon
Proportion
of production budget dedicated to promoting games (development
Connected
objects
0.0% studios)
Specialised consoles (Vtech, etc.)
9.3%
Consoles portables
Ordinateurs Individuels
Table 33:
Proportion/device
8.5%
Téléphones mobiles et Smartphones
10.6%
Téléphones mobiles et Smartphones
12.5%
Consoles de salon
12.5%
Ordinateurs Individuels
15.1%
Moins de 5 ans
Entre 5 et 10 ans
Plus de 10 ans
Table 35 : Proportion of production budget dedicated
to promoting games based on studio age
Survey carried out between 4 May and 1 July 2015
Under 5
Between 5
Over 10
Consoles
Télévisions
Objets
and
10
18.6%
5.5%
Home consoles
18.3%
3.1%
14.1%
Mobile phones and
smartphones
16.0%
6.5%
10.5%
Tablets
11.9%
6.1%
14.4%
Handheld consoles
9.0%
5.5%
10.0%
Survey carried out between 4 May and 1 July 2015
Connected televisions
0.0%
0.0%
1.0%
Proportion/device
%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Connected objects
0.0%
0.0%
1.7%
Total
14.9%
6.6%
11.2%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 87 companies (development studios), response rate:
Table
34: % Proportion of production budget dedicated to promoting games (development studios with a
79.82
turnover less than 10M EUR)
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE Proportion of production budget dedicated to promoting games (development studios with a turnover less
September
than
10M EUR) 2015
Number of respondents: 87 companies (development studios), response rate: 79.82 %
Age/devices
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Proportion/device
%
Home consoles
16.3%
Personal computers
Handheld consoles
15.7%
www.idate.org © SNJV/IDATE 2015
10.2%
Number of respondents: 72 companies (development studios with a turnover of less than 10M EUR), response rate: 81.81%
Home consoles
16.3%
Personal computers
15.7%
Handheld consoles
9.3%
www.idate.org © SNJV/IDATE 2015
Mobile phones and smartphones
9.3%
Tablets
8.5%
Connected objects
0.0%
Specialised consoles (Vtech, etc.)
0.0%
Total
10.2%
Consoles de
salon
Personal computers
9.3%
Table 34 : Proportion of production budget
Mobile phones and smartphones
9.3%
Tablets
8.5%
dedicated to promoting games (development
Connected objects
0.0%
Specialised
consoles
(Vtech,
studios
with
aetc.)turnover less than 10M 0.0%
EUR)
TOTAL
Ordinateurs
Individuels
28
Téléphones
mobiles et
Smartphones
Tablettes
portables
connectées
connectés
10.0%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 86 companies (development studios), response rate:
78.9%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 72 companies (development studios with a turnover of
less than 10M EUR), response rate: 81.81%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
25
29
Mobile phones and smartphones
16.0%
6.5%
10.5%
Tablets
Handheld consoles
11.9%
9.0%
6.1%
5.5%
14.4%
10.0%
Connected televisions
0.0%
0.0%
1.0%
Connected objects
TOTAL
0.0%
14.9%
0.0%
6.6%
1.7%
11.2%
Figure 32 : Proportion of production budget dedicated
to promoting games based on studio age
Survey carried out between 4 May and 1 July 2015
Number of respondents: 86 companies (development studios), response rate: 78.9%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Figure 32:
20.0%
18.0%
16.0%
14.0%
12.0%
10.0%
8.0%
6.0%
4.0%
2.0%
0.0%
Proportion of production budget dedicated to promoting games based on studio age
Moins de 5 ans
Entre 5 et 10 ans
Plus de 10 ans
Ordinateurs
Individuels
Consoles de
salon
Téléphones
mobiles et
Smartphones
Tablettes
Consoles
portables
Télévisions
connectées
Objets
connectés
Survey carried out between 4 May and 1 July 2015
29
Number of respondents: 86 companies (development studios), response rate:
78.9%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
www.idate.org © SNJV/IDATE 2015
However, the above percentages do not reflect the
promotion budget amount. The average promotion budget
strongly increases with age. It is 20,000 EUR for studios
younger than 5 and more than 70,000 EUR for those over
10 years old.
The latter can even allocate nearly half a million euros
towards their promotion budget for home console games.
to self-financing to produce their games. The two main
reasons behind this high percentage are the significant
difficulties in accessing external funding, combined with
the desire to keep control of projects.
Nevertheless, public funding support for production is
widely used by the studios.
For example, the Fonds d’Aide au Jeu Vidéo (FAJV) is used
by nearly half of the studios and the Crédit d’Impôt Jeu
Vidéo (CIJV) tax credit is used by 20% of the studios, up
from last year. Publishers remain important partners for
financing production for one in four studios, although this
model is somewhat declining.
The concern comes from very low use of bank credit, also
in sharp decline. It seems banks still seem to have a certain
distrust regarding development studios.
Table 37 : Types of funding used to finance
productions (development studios)
Table 36 : Budget allocated for promoting games
based on studio age
Age/devices
Under 5
Between 5
and 10
Over 10
Personal
computers
€45,155.17
€41,939.79
€69,022.22
Home consoles
€27,133.33
€51,825.71
€493,904.17
Mobile phones
and smartphones
€19,869.70
€11,910.74
€38,514.00
Tablets
€12,874.36
€6,907.06
€60,464.84
Handheld
consoles
€1,800.00
€3,758.33
€15,000.00
Connected
televisions
€0
€0
€200.00
Type of funding
2015
2014
Self-financed
90.8%
56.5%1
Fonds d'aide au jeu vidéo (FAJV)
44.0%
47.1%
Publishers
26.6%
37.6%
Crédit d'impôt jeu vidéo (CIJV)
20.2%
16.5%
Regional aid
19.3%
25.9%
Bank loan
14.7%
24.7%
Crowdfunding
11.9%
9.4%
Customer financing (other than
a publisher)
10.1%
15.3%
Private investors
3.7%
17.6%
3.7%
7.1%
1.8%
9.4%
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
MEDIA programme
Crédit d'impôt recherche (CIR)
How do you finance your productions?
Regional aid
19.3%
25.9%
Bank loan
Survey carried
Crowdfunding
14.7%
24.7%
out between 4 May and 1 July
2015
11.9%
9.4%
Number of respondents: 109 companies 10.1%
(development studios), response
rate:
Customer financing (other than a publisher)
15.3%
100%investors
Private
3.7%
17.6%
MEDIA
programme
7.1%
Source:
2015 Annual survey of the French3.7%
Video Game Industry - SNJV/IDATE
Crédit d'impôt recherche (CIR)
1.8%
9.4%
September 2015
Survey carried out between 4 May and 1 July 2015
Figure 33 : Types of funding used to finance
productions
Figure
33: Types of funding(development
used to finance productions studios)
(development studios)
Number of respondents: 109 companies (development studios), response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Connected
objects
€0
€0
€1,166.67
Average
€19,709.24
€26,021.43
€74,446.16
Survey carried out between 4 May and 1 July 2015
Number of respondents: 86 companies (development studios), response rate:
78.9%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
4. Mainly self-financed production, which
illustrates the low attractiveness of
development studios to financial institutions
Crédit d'impôt recherche (CIR)
Programme MEDIA
Investisseurs privés
Financement client (autre qu'un éditeur)
Financement participatif (crowdfunding)
Emprunt bancaire
Aides régionales
Crédit d'impôt jeu vidéo (CIJV)
Editeurs
Fonds d'aide au jeu vidéo (FAJV)
Autofinancement
1.8%
3.7%
3.7%
10.1%
11.9%
14.7%
19.3%
20.2%
26.6%
44.0%
90.8%
Survey carried out between 4 May and 1 July 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 109 companies (development studios), response rate:
100%
When measuring the impact of the different types of financing for production, we see that self-financing
Source:
French
Video
Game
Industry
- SNJV/IDATE
remains
the 2015
primaryAnnual
source ofsurvey
financingof
forthe
almost
two-thirds
of the
studios,
with publishers
as the second
most
important. 2015
Public aid, although commonly used by the studios, ultimately only contributes a little to
September
Number of respondents: 109 companies (development studios), response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
In general, self-financing is one of the main financing
sources for a company. Although it provides financial
independence, the low capacity of studios to attract
investment also generally hinders development of
productions.
90.8% of the studios surveyed therefore have had to resort
production.
When Breakdown
measuring
the impact of the different types of
of types of financing used in production budgets (development studios)
financing for production, we see that self-financing
2015
remains the primary source of financing for
almost twoSelf-financed
59.5%
Publishers
thirds of the studios, with publishers as the13.5%
second most
Table 38:
What percentage of your production is financed by these types of funding?
Type of funding
Fonds d'aide au jeu vidéo (FAJV)
7.9%
Customer financing (other than a publisher)
Private
investors
3
5.0%
4.6%
Crédit d'impôt jeu vidéo (CIJV)
1.5%
Crowdfunding
1.3%
Crédit d'impôt recherche (CIR)
MEDIA programme
0.9%
Self-financing was not included as a default choice for3.0%
the 2014 annual
Bank loan
survey,
Regional
aidwhich explains the low percentage
2.6%
26
0.2%
Annual Survey of the French Video Game Industry
- 2015
TOTAL
100.0%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 105 companies (development studios), response rate: 96.33%
Table 39 : Financing based on studio age
important. Public aid, although commonly used by the
studios, ultimately only contributes a little to production.
Table 38 : Breakdown of types of financing used in
production budgets (development studios)
Type of funding
Under 5
Between 5
and 10
Over 10
Self-financed
91.9%
92.3%
85.7%
Fonds d'aide au jeu vidéo
(FAJV)
46.8%
30.8%
52.4%
Publishers
16.1%
23.1%
61.9%
Regional aid
19.4%
19.2%
19.0%
Crédit d'impôt jeu vidéo
(CIJV)
14.5%
23.1%
28.6%
Bank loan
16.1%
11.5%
14.3%
Crowdfunding
14.5%
7.7%
9.5%
Type of funding
2015
Self-financed
59.5%
Publishers
13.5%
Fonds d'aide au jeu vidéo (FAJV)
7.9%
Customer financing (other than a publisher)
5.0%
Private investors
4.6%
Bank loan
3.0%
Regional aid
2.6%
Customer financing
(other than a publisher)
8.1%
15.4%
9.5%
Crédit d'impôt jeu vidéo (CIJV)
1.5%
Private investors
6.5%
0.0%
0.0%
Crowdfunding
1.3%
MEDIA programme
1.6%
3.8%
9.5%
Crédit d'impôt recherche (CIR)
0.9%
MEDIA programme
0.2%
Crédit d'impôt recherche
(CIR)
0.0%
3.8%
4.8%
Total
100.0%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 109 companies (development studios), response rate:
100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 105 companies (development studios), response rate:
96.33%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
based on studio age
FigureFinancing
35 : Financing
based on studio age
Figure 35:
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
100.0%
90.0%
80.0%
70.0%
60.0%
50.0%
40.0%
30.0%
20.0%
10.0%
0.0%
Figure 34 : Breakdown of types of financing used in
production
budgets
(development
studios)
Figure
34:
Breakdown
of types of financing
used in production budgets
(development studios)
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Programme MEDIA
Crédit d'impôt recherche (CIR)
Financement participatif (crowdfunding)
Crédit d'impôt jeu vidéo (CIJV)
Aides régionales
Emprunt bancaire
Investisseurs privés
Financement client (autre qu'un éditeur)
Fonds d'aide au jeu vidéo (FAJV)
Editeurs
Autofinancement
0.2%
0.9%
1.3%
1.5%
2.6%
3.0%
4.6%
5.0%
7.9%
13.5%
Entre 5 et 10 ans
Plus de 10 ans
59.5%
Survey carried out between 4 May and 1 July 2015
Survey carried out between 4 May and 1 July 2015
Survey carried out between 4 May and 1 July 2015
Source:
2015 Barometer
of the French Video
Game
Industry - SNJV/IDATE
- September 2015
Number
of respondents:
105
companies
(development
studios), response rate:
96.33%
The older studios (over 10 years old) are those that work the most with publishers (61.9%). And use of
Source:
2015 Annual
survey
ofstudios
the French
Industry
- SNJV/IDATE
the
CIJV increases
with age.
14.5% of
youngerVideo
than 5 Game
years old
use the CIJV,
while this figure
rises
to 28.6% for
studios older than 10.
September
2015
Number of respondents: 105 companies (development studios), response rate: 96.33%
Table 39:
Moins de 5 ans
Survey carried out between 4 May and 1 July 2015
Number of respondents: 109 companies (development studios), response rate:
100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
Number of respondents: 109 companies (development studios), response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Financing based on studio age
The older studios (over 10 years
old)Between
are 5those
thatOverwork
Under 5
and 10
10
Self-financed
91.9%
the most with publishers (61.9%).
And92.3%
use of the85.7%CIJV
Fonds d'aide au jeu vidéo (FAJV)
30.8%
increases with age. 14.5% of46.8%
studios younger
than 552.4%
years
Publishers
16.1%
23.1%
61.9%
Regional aid
19.4%
19.2%
19.0%
old
use
the
CIJV,
while
this
figure
rises
to
28.6%
for
studios
Crédit d'impôt jeu vidéo (CIJV)
14.5%
23.1%
28.6%
Bank
loan than 10.
16.1%
11.5%
14.3%
older
How do you finance your productions?
Type of funding
Crowdfunding
Customer financing (other than a publisher)
14.5%
8.1%
7.7%
15.4%
9.5%
9.5%
Private investors
6.5%
0.0%
0.0%
MEDIA programme
Crédit d'impôt recherche (CIR)
1.6%
0.0%
3.8%
3.8%
9.5%
4.8%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 109 companies (development studios), response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
www.idate.org © SNJV/IDATE 2015
www.idate.org © SNJV/IDATE 2015
32
27
33
2. Employment in the French video game
industry
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
2.1. Great disparity in company size
and number of jobs
Figure 37 : Average FTE jobs per company based on
age (all
companies)
Average
FTE jobs per company based on age (all companies)
Number of respondents: 141 companies (all activities), response rate: 96.57%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Figure 37:
65.6
1. Average number of full-time equivalent jobs
rose between 2014 and 2015
En 2014
Most of the video game companies are SMEs, with an
average of 22.9 full-time equivalent (FTE) jobs in France
in 2015. This is an increase of 1 FTE since 2014. There
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
are, however, significant differences since the median is 6,
which means half of the companies have 6 FTEs or fewer.
Also of note is that only 7 companies have more than 90
FTEs.
2. Employment in the French video game
Table 40 : Average FTE jobs per company in 2014
industry
and 2015 (all companies)
2.1. Great disparity in company size and number of jobs
Average FTE jobs per
company
Year
2.1.1. Average number of full-time equivalent jobs rose between 2014 and 2015
Most of the video game companies are SMEs, with an average of 22.9 full-time equivalent (FTE) jobs in
France in 2015. This is an increase of 1 FTE since 2014. There
are, however, significant differences
In 2014:
21.9
since the median is 6, which means half of the companies have 6 FTEs or fewer.
In 2015,
atis mid-year
Also of note
that only 7 companies have more than 90 FTEs. 22.9
Table 40:
69.0
Survey
carried out between 4 May and 1 July 2015
How many FTE jobs did your company have at the end of the year?
Number
rate:
Year of respondents: 141 companies (all activities), response
Average FTE
jobs96.57%
per company
In 2014:
Source:
2015 Annual survey of the French Video Game Industry -21.9
SNJV/IDATE In 2015, at mid-year
22.9
September 2015
Survey carried out between 4 May and 1 July 2015
Moins de 5 ans
Figure 36 : Average FTE jobs per company in 2014
36:
Average
jobs per company in 2014 and 2015 (all companies)
andFigure
2015
(all FTE
companies)
En 2015, à la mi-année
14.5
Entre 5 et 10 ans
Plus de 10 ans
Survey carried out between 4 May and 1 July 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 141 companies (all activities), response rate: 96.57%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE Nearly 70% of the companies surveyed have fewer than 11 FTEs in 2015. Among those 5 to 10 years old, only 9.4%
have
more than 30
FTEs. So an intensive recruitment phase seems to happen when companies reach a certain
September
2015
Number of respondents: 141 companies (all activities), response rate: 96.57%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
maturity. 48.4% of companies over 10 years old have more than 30 FTEs.
of FTE jobs in 2015 based on company age (all companies)
NearlyBreakdown
70% of
the companies surveyed have fewer than
11 FTEs in 2015.
those
years
only
9.4%
Age/FTEs
1-5 FTEsAmong 6-10
FTEs 5 to 10
11-30
FTEs old,
Over
30 FTEs
Total
Under 5
58.4%
24.7%
13.0%
3.9%
100.0%
have
more
than
30
FTEs.
So
an
intensive
recruitment
Between 5 and 10
43.8%
25.0%
21.9%
9.4%
100.0%
Over
10
22.6%
16.1% reach 48.4%
100.0%
phase
seems12.9%
to happen when
companies
a certain
Overall total
45.0%
24.3%
15.7%
15.0%
100.0%
maturity.
48.4%
of1 Julycompanies
over 10 years old have more
Survey
carried out between
4 May and
2015
Number of respondents: 140 companies (all activities), response rate: 95.89%
than 30 FTEs.
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Table 42:
Breakdown of FTE jobs in 2015 based on company age (all companies)
Breakdown of FTE jobs in 2015 based on company age (all companies)
15.0%
Table 42 : Breakdown of FTE jobs in 2015
Entrebased
1 et 5 ETP on
Entre 6 et 10 ETP
company15.7%
age (all companies)
45.0%
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
Number of respondents: 141 companies (all activities), response rate: 96.57%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Figure 37:
Number of respondents: 141 companies (all activities), response rate: 96.57%
8.0
7.0
Figure 38:
Average FTE jobs per company in 2014 and 2015 (all companies)
13.4
Age/FTEs
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
1-5
FTEs
6-10
FTEs
Entre 11 et 30 ETP
OverPlus de 30 ETP
11-30
30
Total
FTEs
65.6 69.0
FTEs
Average FTE jobs per company based on age (all companies)
24.3%
Survey carried out between 5 May and 1 July 2014
Number of respondents: 140 companies (all activities), response rate: 95.89%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Under 5
22.9
21.9
58.4%
24.7%
13.0%
13.4
43.8%
En 2015, à la mi-année
14.5
8.0
7.0
Collective bargaining agreements
Between 5
andMoins
10 de 5 ans
Table 43:
25.0%
21.9%
Which collective bargaining agreement covers your company?
2014
InEn2014
Toys
andofgames
Number
respondents: 141 companies (all activities), response rate: 96.57%
Over 10
Number
of respondents:
141 companies4
(allMay
activities),
response
rate:2015
96.57%
Survey
carried
out between
and
1 July
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Number of respondents: 141 companies (all activities), response rate: 96.57%
While2015
companies
5 years
old or younger
8 FTEVideo
jobs onGame
averageIndustry
in 2015, those
over 10 years old
Source:
Annual
survey
of the have
French
- SNJV/IDATE
have 69. In addition, the number of FTEs increases exponentially with age. So growth is 1 FTE for
September
companies2015
younger than 5 years old and 3.7 FTEs for those older than 10.
Average FTE jobs per company based on age (all companies)
Average
FTE jobs based on age
While
companies
5 years old or younger have 8 FTE jobs
Under 5
Between 5 and 10
Over 10
Overall average
on Inaverage
in
2015,
those
over 10
2014:
7.0
13.4 years old
65.3 have 69.
21.9 In
In 2015, at mid-year
8.0
14.5
69.0
22.9
addition,
the
number
of
FTEs
increases
exponentially
with
Survey carried out between 4 May and 1 July 2015
age. So growth is 1 FTE for companies younger than 5
years old and 3.7 FTEs for those older than 10.
34
Table 41 : Average FTE jobs per company based on
age (all companies)
Under 5
Between 5
and 10
Over 10
Overall
average
In 2014
7.0
13.4
65.3
21.9
In 2015, at
mid-year
8.0
14.5
69.0
22.9
9.4%
Plus de 10 ans
12.9%
22.6%
16.1%
48.4%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Nearly 70%
of the companies
www.idate.org
© SNJV/IDATE
2015
100.0%
2015
63.0%
Survey carried out between 4 May and 1 July 2015
2015, at
à lamid-year
mi-année
In En
2015,
www.idate.org © SNJV/IDATE 2015
Entre 5 et 10 ans
CBA
Syntec
Survey carried out between 4 May and 1 July 2015
Table 41:
3.9%En 2014100.0%
A large majority of companies are affiliated with Syntec (63%).
8.2%
100.0%
surveyed have fewer than 11 FTEs in 2015. Among those 5 to 10 years old, only 9.4%
35
have more than 30 FTEs. So an intensive recruitment phase seems to happen when companies reach a certain
maturity. 48.4% of companies over 10 years old have more than 30 FTEs.
Overall total
Survey
Table
42:
45.0%
24.3%
15.7%
15.0%
100.0%
carried
out of
between
and 1onJuly
2015age (all companies)
Breakdown
FTE jobs 4
in May
2015 based
company
Breakdown
jobs in 2015 based
company age
(allactivities),
companies) response
Number of
ofFTE
respondents:
140 on
companies
(all
rate: 95.89%
1-5 FTEs
FTEs Video Game
11-30Industry
FTEs
30 FTEs Total
2015 Annual
survey of the6-10
French
-Over
SNJV/IDATE
24.7%
13.0%
3.9%
100.0%
September 2015 58.4%
Age/FTEs
Source:
Under 5
Between 5 and 10
Over 10
43.8%
12.9%
25.0%
22.6%
21.9%
16.1%
9.4%
48.4%
100.0%
100.0%
Overall total
45.0%
24.3%
15.7%
15.0%
100.0%
Survey carried out between 4 May and 1 July 2015
Figure 38 : Breakdown of FTE jobs in 2015 based on
company
age (all companies)
Figure 38:
Breakdown of FTE jobs in 2015 based on company age (all companies)
Number of respondents: 140 companies (all activities), response rate: 95.89%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
15.0%
Entre
1 et 5 ETP
1-5 FTEs
15.7%
45.0%
24.3%
Entre
6 et 10 ETP
6-10 FTEs
Entre
et 30 ETP
11-3011
FTEs
Plus
ETP
Over de
30 30
FTEs
Survey carried out between 5 May and 1 July 2014
Survey carried out between 5 May and 1 July 2014
Number of respondents: 140 companies (all activities), response rate: 95.89%
2015
Annualare
survey
the
French
ASource:
large majority
of companies
affiliatedof
with
Syntec
(63%).Video Game Industry - SNJV/IDATE September 2015
Number of respondents: 140 companies (all activities), response rate: 95.89%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 141 companies (all activities), response rate: 96.57%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
Table 43:
Collective bargaining agreements
Which collective bargaining agreement covers your company?
CBA
Syntec
2015
63.0%
Toys and games
8.2%
www.idate.org © SNJV/IDATE 2015
28
Annual Survey of the French Video Game Industry - 2015
35
A large majority of companies are affiliated with Syntec
(63%).
Table 43 : Collective bargaining agreements
CBA
2015
Syntec
63.0%
Toys and games
8.2%
No affiliation
5.5%
Technical research offices (JO 3018)
4.1%
Audiovisual
4.1%
Do not know
2.7%
Training organisation (IDCC1516)
2.1%
Other*
2.1%
NR (workers, employees)
1.4%
Wholesale
1.4%
Animation
1.4%
Commerce and audiovisual services (IDCC1686)
1.4%
Computer programming
1.4%
Commercials
1.4%
Total
100.0%
3.Employment in development studios is growing
in 2015
Development studios had 21.8 FTE jobs on average in 2014.
Recruitment seems to have been needed in the first half
of 2015 as there was an increase of 1.5 FTE jobs over the
period.
This trend was observed regardless of company age (Table
46).
Table 45 : Average FTE jobs per company in 2014
and 2015 (development studios)
Table
44 : Average number of FTE jobs (publishers
Animation
1.4%
Commerce and audiovisual services (IDCC1686)
1.4%
and
distributors)
Computer programming
1.4%
1.4%
1.4%
Average FTE jobs per company
100.0%
(publishers and distributors)
Number of respondents: 146 companies (all activities), response rate: 100%
In 2014
23.3
Number of respondents: 105 companies (development studios), response rate:
Table 45:
Average FTE jobs per company in 2014 and 2015 (development studios)
96.33%
How many FTE jobs did your company have at the end of the year?
Source:
2015 Annual survey of the French Video Game Industry - SNJV/IDATE Year
Average FTE jobs per company (development studios)
September
2015
In 2014:
21.8
In 2015, at mid-year:
23.3
Survey carried out between 4 May and 1 July 2015
Number of respondents: 105 companies (development studios), response rate: 96.33%
Figure 40 : Average FTE jobs per company in 2014
Figure 40:
Average FTE jobs per company in 2014 and 2015 (development studios)
and 2015 (development studios)
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
23.3
4.1%
Wholesale
Survey carried out between 4 May and 1 July 2015
In 2015, at mid-year
21.8
The
average number of FTE jobs among publishers
and
Audiovisual
4.1%
Do not know
2.7%
distributors
has
been
stable
between
2014
and
2015,
Training organisation (IDCC1516)
2.1%
Other*
2.1%
remaining
at 23.
NR (workers, employees)
1.4%
Year
* Press, music publishing, distance selling
21.8
Development studios had 21.8 FTE jobs on average in 2014. Recruitment seems to have been needed in
the first half of 2015 as there was an increase of 1.5 FTE jobs over the period.
Survey
carried out between 4 May and 1 July 2015
This trend was observed regardless of company age (Table 46).
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
TOTAL
In 2014
2.1.3. Employment in development studios is growing in 2015
2. Number of full-time equivalent jobs among
Which collective bargaining agreement covers your company?
publishers, distributors
No affiliation
5.5%
Commercials
Average FTE jobs per company
(development studios)
Year
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
* Press, music publishing, distance selling
Survey carried out between 4 May and 1 July 2015
Number of respondents: 146 companies (all activities), response rate: 100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
Technical research offices (JO 3018)
Number of respondents: 10 companies (publishers and distributors), response
rate: 100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
23.2
En2014
2014
In
Survey
carried out between 4 May and 1 July 2015
Number of respondents: 105 companies (development studios), response rate: 96.33%
Number
of respondents:
105
companies
(development
studios), response rate:
Source: 2015 Barometer
of the French Video
Game
Industry - SNJV/IDATE
- September 2015
96.33%
Table 46:
Average FTE jobs per company based on age in 2014 and 2015 (development studios)
Source:
2015 Annual survey of the French Video Game Industry - SNJV/IDATE Company age and FTE jobs in 2014 and 2015
September 2015
Under 5
Between 5 and 10
Over 10
Overall average
In 2014:
8.0
11.2
73.7
21.8
In 2015, at mid-year
9.1
12.5
79.4
23.3
Survey carried out between 4 May and 1 July 2015
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Number of respondents: 105 companies (development studios), response rate: 96.33%
In 2015,
at mid-year
2.1.2. Number
of full-time
equivalent jobs 23.1
among publishers, distributors
Table 46 : Average FTE jobs per company based on
Figure 41:
jobs per2015
company based
on age in 2014 and 2015 studios)
(development studios)
age
in Average
2014FTEand
(development
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
The average number of FTE jobs among publishers and distributors has been stable between 2014 and
2015, remaining
23. between 4 May and 1 July 2015
Survey
carriedat out
Number
respondents:
10jobs
companies
(publishers
Table 44: ofAverage
number of FTE
(publishers and
distributors) and distributors), response
rate:
100%
How many
FTE jobs did your company have at the end of the year?
Year
Average FTE
jobs Game
per company
(publishers
and distributors)
Source:
2015 Annual survey of the French
Video
Industry
- SNJV/IDATE
In 2014:
23.2
September
2015
In 2015, at mid-year:
En
2015,estimate
à mi-année
2015
Survey carried out between 4 May and 1 July 2015
79.4
Company age and FTE jobs in74.2
2014 and 2015
8.0
23.1
Figure 39 : Average FTE jobs in 2014 and 2015
(publishers and distributors)
Survey carried out between 4 May and 1 July 2015
Number of respondents: 10 companies (publishers and distributors), response rate: 100%
9.1
Moins de 5 ans
Under
11.25
12.5
Between
5 and 10
Entre 5 et 10 ans
Over 10
Plus de 10 ans
In 2014:
8.0
11.2
73.7
Number of respondents: 105 companies (development studios), response rate: 96.33%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Survey carried out between 4 May and 1 July 2015
Figure 39:
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Average FTE jobs in 2014 and 2015 (publishers and distributors)
23.2
In 2015, at
mid-year
23.1
www.idate.org © SNJV/IDATE 2015
In
En2014
2014
2015
En
2015, estimate
à la mi-année
Survey carried out between 4 May and 1 July 2015
Survey
carried out between 4 May and 1 July 2015
Number of respondents: 10 companies (publishers and distributors), response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
9.1
12.5
79.4
En 2014
En 2015, à mi-année
Overall
average
21.8
23.3
37
Survey carried out between 4 May and 1 July 2015
Number of respondents: 105 companies (development studios), response rate:
96.33%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
29
Table 46:
Average FTE jobs per company based on age in 2014 and 2015 (development studios)
Studio age and FTE jobs in 2015
Company age and FTE jobs in 2014 and 2015
In 2014:
Under 5
8.0
Between 5 and 10
11.2
Over 10
73.7
Overall average
21.8
9.1
12.5
79.4
23.3
Age / FTE category
Under 5
1-5 FTEs
51.7%
6-10 FTEs
30.0%
11-30 FTEs
13.3%
Over 30 FTEs Overall total
5.0%
100.0%
Survey carried out between 4 May and 1 July 2015
Between 5 and 10
Over 10
44.0%
5.0%
24.0%
20.0%
24.0%
20.0%
8.0%
55.0%
100.0%
100.0%
Number of respondents: 105 companies (development studios), response rate: 96.33%
Overall total
41.0%
26.7%
17.1%
15.2%
100.0%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Survey carried out between 4 May and 1 July 2015
In 2015, at mid-year
Figure 41 : Average FTE jobs per company based on
Figure in
41: 2014
Average FTE
jobs per
company
based on age in 2014 and 2015
(development studios)
age
and
2015
(development
studios)
74.2
8.0
11.2
9.1
Moins de 5 ans
Number of respondents: 105 companies (development studios), response rate: 96.33%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
fewer)
Full-time equivalent jobs in studios with fewer than 100 employees
79.4
En 2014
En 2015, à mi-année
12.5
Entre 5 et 10 ans
Table 48 : Average FTE jobs per company
(development studios) (excluding studios with 100 FTE jobs or
Average FTE jobs per company
(development studios)
Our sample consists of 96% of studios with fewer than 100 employees. However, the average number of
FTEs across all French development studios is strongly skewed by the number of jobs in companies with
more than 100 employees. The average number of FTEs almost doubles if we add the larger French
development studios. To reflect the real situation in the vast majority of development companies, we need
to temporarily alter the sample to include only development studios with fewer than 100 employees.
In 2013
Plus de 10 ans
Survey carried out between 4 May and 1 July 2015
Number of respondents: 105 companies (development studios), response rate: 96.33%
Survey
carried
out
between
4Game
MayIndustry
and 1
July 2015
Source: 2015
Barometer
of the
French Video
- SNJV/IDATE
- September 2015
Number of respondents: 105 companies (development studios), response rate:
96.33%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE www.idate.org © SNJV/IDATE 2015
37
September 2015
The breakdown of FTE jobs by age group among
development studios reveals the same observation as that
found with all companies.
10.8
These studios had an average of 11.6 FTE jobs in 2014, compared with 12.7 by mid-2015, an increase of
1.1 FTE jobs. A similar change occurred between 2013 and 2014, though slightly larger.
However, at the halfway point in 2014, there were 12.4 FTEs. With 11.6 FTE jobs in 2014, there was
therefore a decrease of 0.8 FTEs during the second half of 2014.
In 2014, at mid-year
12.4
In 2014
11.6
In 2015,Average
at mid-year
12.7
FTE jobs per company
(development studios)
Table 48:
(excluding studios with 100 FTE jobs or fewer)
How
many FTE
jobs did
company4have
at the
the 2015
year?
Survey
carried
outyour
between
May
andend
1 of
July
FTE jobs per company (development studios)
Number of respondents: 101 companiesAverage
(development
studios with fewer than
10.8
rate: 96.19%
12.4
2015 Annual survey of the French Video Game Industry
- SNJV/IDATE InSource:
2014:
11.6
InSeptember
2015, at mid-year
12.7
2015
In 2013:
100 FTEs), response
In 2014, at mid-year
Survey carried out between 4 May and 1 July 2015
Figure 42 : Average FTE jobs per company
(development
(excluding
studios with 100 FTE jobs or
Figure
42:
Average FTE jobsstudios)
per company (development
studios)
Number of respondents: 101 companies (development studios with fewer than 100 FTEs), response rate: 96.19%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Table 47 : Breakdown of FTE jobs in 2015 based on
age (development studios)
(excluding studios with 100 FTE jobs or fewer)
fewer)
12.7
12.4
Studio age and FTE jobs in 2015
11.6
10.8
Age / FTE
category
1-5
FTEs
6-10
FTEs
11-30
FTEs
Over
30
FTEs
Overall
total
En 2013
En 2014, à mi-année
En 2014
En 2015, à mi-année
Survey carried out between 4 May and 1 July 2015
Under 5
51.7%
30.0%
13.3%
5.0%
100.0%
Between 5
and 10
44.0%
24.0%
24.0%
8.0%
100.0%
Over 10
5.0%
20.0%
20.0%
55.0%
100.0%
Overall total
41.0%
26.7%
17.1%
15.2%
100.0%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 101 companies (development studios with fewer than
100 FTEs), response rate: 96.19%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September
20152015
www.idate.org
© SNJV/IDATE
38
Number of respondents: 101 companies (development studios with fewer than 100 FTEs), response rate: 96.19%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 105 companies (development studios), response rate:
96.33%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
Full-time equivalent jobs in studios with fewer than 100
employees
Our sample consists of 96% of studios with fewer than
100 employees. However, the average number of FTEs
across all French development studios is strongly skewed
by the number of jobs in companies with more than 100
employees. The average number of FTEs almost doubles if
we add the larger French development studios. To reflect
the real situation in the vast majority of development
companies, we need to temporarily alter the sample to
include only development studios with fewer than 100
employees.
These studios had an average of 11.6 FTE jobs in 2014,
compared with 12.7 by mid-2015, an increase of 1.1 FTE
jobs. A similar change occurred between 2013 and 2014,
though slightly larger.
However, at the halfway point in 2014, there were 12.4
FTEs. With 11.6 FTE jobs in 2014, there was therefore a
decrease of 0.8 FTEs during the second half of 2014.
The number of FTE jobs increases along with increasing
age of the company. While the younger studios have 9.1
FTEs on average, the older studios have an average of 26.3
FTEs.
Table 49 : Average FTE jobs per company based on
age (development studios) (excluding studios with 100 FTE
jobs or fewer)
Studio age and FTE jobs
Ancienneté/
Classes d’ETP
Under 5
Between
5 and 10
Over 10
Overall
average
In 2014,
at mid-year
8.2
10.4
29.1
12.4
In 2014:
8.0
11.2
24.9
11.6
26.3
12.7
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
In 2015,
at mid-year
9.1
12.5
The number of FTE jobs increases along with increasing age of the company. While the younger studios
have 9.1 FTEs on average, the older studios have an average of 26.3 FTEs.
Table 49:
Average FTE jobs per company based on age (development studios)
(excludingout
studios
with 100 FTE 4
jobs
or fewer)
Survey carried
between
May
and 1 July 2015
Studio age and FTE jobs
Number
of respondents: 101 companies (development studios with fewer than
Under 5
Between 5 and
Over 10
Overall average
100 FTEs), response rate: 96.19%
10
In 2014, at mid-year
8.2
10.4
29.1
12.4
Source:
2015 Annual survey of the French
Video
Game Industry
- SNJV/IDATE
In 2014:
8.0
11.2
24.9
11.6
September
2015
In 2015, at mid-year
9.1
12.5
26.3
12.7
Survey carried out between 4 May and 1 July 2015
Figure 43 : Average FTE jobs per company based on
age
(development
studios)
Figure 43:
Average FTE jobs per company based on age (development studios)
Number of respondents: 101 companies (development studios with fewer than 100 FTEs), response rate: 96.19%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
29.1
24.9
26.3
En 2014, à mi-année
9.1
12.5
10.4 11.2
Moins de 5 ans
Entre 5 et 10 ans
8.2
8.0
En 2014
En 2015, à mi-année
Plus de 10 ans
Survey carried out between 4 May and 1 July 2015
Number of respondents: 101 companies (development studios with fewer than 100 FTEs), response rate: 96.19%
Survey
carried out between 4 May and 1 July 2015
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
2.2. Long-term and skilled jobs
30
Annual Survey of the French Video Game Industry - 2015
2.2.1. A talent industry dominated by long-term and highly skilled jobs
Skilled labour from information technology occupations and the creative industry make up the bulk of the
4
workforce in companies of this sector. So-called technical jobs account for 29.1% of the workforce,
5
followed by graphical jobs (24.4%).
There is an increased proportion of jobs related to design, up 2.8 points.
that use of freelancers and external service providers has
slightly increased.
Number of respondents: 101 companies (development studios with fewer than
100 FTEs), response rate: 96.19%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
Table 51 : Breakdown of workforce by type of
contract (all companies)
2.2. Long-term and skilled jobs
1. A talent industry dominated by long-term and
highly skilled jobs
Skilled labour from information technology occupations
and the creative industry make up the bulk of the workforce
in companies of this sector. So-called technical1 jobs
account for 29.1% of the workforce, followed by graphical
jobs2 (24.4%).
There is an increased proportion of jobs related to design,
up 2.8 points.
Table 50 : Breakdown of workforce by job category
(all companies)
Discipline
2015
2015
Technology
29.1%
29.1%
Graphics
24.4%
24.4%
Management
13.9%
13.9%
Design
14.7%
14.7%
Support
9.7%
9.7%
Cross-disciplinary
8.1%
8.1%
Total
100.0%
100.0%
Barometer of the French Video Game Industry, 2nd Edition, 2015
Job category
2015
2014
Permanent
63.0%
70.4%
Freelancers/contractors
14.7%
12.3%
Temporary
12.4%
8.9%
Trainees
5.4%
5.6%
Occasional/casual
2.7%
1.0%
Other*
1.2%
1.8%
Self-employed person
0.6%
0.0%
Interim
0.1%
0.0%
Total
100.0%
100.0%
* Managers, shareholders
Survey carried out between 4 May and 1 July 2015
Number of respondents: 139 companies (all activities), response rate: 95.2%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
The workforce breakdown for studios is barely different
from that of all companies in the sector. Contracts are also
mostly permanent (59.2%)..
Survey
carried
out between
and 1 Julygroups:
2015
y your workforce,
in terms
of FTEs,
for each 4ofMay
the following
Number of respondents: 129 companies
(all activities), response rate: 88.3%
8.1%
9.7%
Source: 2015 Annual survey of the
French Video Game Industry - SNJV/IDATE
100.0%
100.0%
September 2015
carried out between 4 May and 1 July 2015
Table 52 : Breakdown of workforce by type of
contract (development studios)
disciplinary
L
Figure 44 : Breakdown of workforce by job category
(all companies)
of respondents: 129 companies (all activities), response rate: 88.3%
2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
44:
Breakdown of workforce by job category (all companies)
8.1%
9.7%
29.1%
Technologie
Technology
Image
Graphics
Management
14.7%
Management
Design
Support
Design
13.9%
24.4%
Transverse
carried out between 4 May and 1 July 2015
Survey carried out between 4 May and 1 July 2015
of respondents: 129 companies (all activities), response rate: 88.3%
Number
ofVideo
respondents:
129- companies
activities),
2015 Barometer of
the French
Game Industry
SNJV/IDATE -(all
September
2015 response rate: 88.3%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
y two-thirds of jobs are permanent, but temporary contracts are on the rise
Job category
2015
2014
Permanent
59.2%
58.9%
Freelancers/contractors
17.1%
18.0%
Temporary
12.7%
12.6%
Trainees
6.0%
6.0%
Occasional/casual
3.2%
2.5%
Other*
1.1%
1.2%
Self-employed person
0.8%
0.8%
Interim
0.1%
0.1%
Total
100.0%
100.0%
anent contracts still account for the large majority in the video game sector (63%) in 2015 despite a
ase of 7.4 points from 2014.
roportion of temporary contracts is on the rise (from 8.9% in 2014 to 12.4% in 2015) because of * Managers, shareholders
t uncertainty in particular. At the same time, we can see that use of freelancers and external service Survey carried out between 4 May and 1 July 2015
contracts still account for the large majority in Number of respondents: 104 companies (development studios), response rate:
ers has slightlyPermanent
increased.
2. Nearly two-thirds of jobs are permanent, but
temporary contracts are on the rise
95.41%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
the video game sector (63%) in 2015 despite a decrease of
7.4 points from 2014.
51:
Breakdown
by type of
of contract
(all companies)
Theof workforce
proportion
temporary
contracts is on the rise
y the breakdown
of your8.9%
workforce
the following
(from
in according
2014 toto 12.4%
in categories:
2015) because of market
tegory
2015
2014
uncertainty
in
particular.
At
the
same time, we
can see
nent
63.0%
70.4%
ncers/contractors
4
orary
i.e. technical
es
ional/casual
14.7%
12.3%
12.4%
8.9%
director, lead programmer,
game engine programmer,
gameplay programmer, specialised programmer (AI, tools, physics, etc.)
5.4%
5.6%
1.2%
1.8%
0.6%
0.1%
0.0%
0.0%
100.0%
100.0%
i.e. artistic director, concept artist, lead graphic designer, 2D graphic designer, 3D modeller/texturer, animator, graphics specialist (lighting, motion capture,
2.7%
1.0%
special effects, etc.)
5
mployed person
m
L
gers, shareholders
carried out between 4 May and 1 July 2015
of respondents: 139 companies (all activities), response rate: 95.2%
2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
31
Other*
Self-employed person
1.1%
0.8%
Augmentation
1.2%
0.8%
Interim
0.1%
0.1%
TOTAL
100.0%
100.0%
Maintien
49.3%
44.5%
Baisse
* Managers, shareholders
Survey carried out between 4 May and 1 July 2015
Number of respondents: 104 companies (development studios), response rate: 95.41%
Figure 45 : Breakdown of workforce by type of
Breakdown
of workforce by type ofstudios)
contract (development studios)
contract
(development
Figure 47 : Workforce change by 2016 (all
companies)
Survey carried out between 4 May and 1 July 2015
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Number of respondents: 146 companies (all activities), response rate: 100%
Figure 45:
Figure 47:
Intérim
0.1%
Travailleur Non Salarié (TNS)
0.8%
Autre*
1.1%
Intermittents
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Workforce change by 2016 (all companies)
56.4%
49.3%
37.2%
44.5%
3.2%
Stagiaires
2014
6.0%
CDD
6.4%
12.7%
17.1%
Freelance/prestataires
Augmentation
59.2%
CDI
Maintien
2015
6.2%
Baisse
Survey carried out between 4 May and 1 July 2015
* Managers, shareholders
Survey carried out between 4 May and 1 July 2015
Source:
2015 Barometer
of the French Video
Game
Industry - SNJV/IDATE
- September 2015studios), response rate:
Number
of respondents:
104
companies
(development
95.41%
2.3. Encouraging
futuresurvey
prospects
employment
in Industry
2016 - SNJV/IDATE Source: 2015 Annual
of thefor
French
Video Game
September
2015
Video game players are looking to expand their teams with 49.3% of them wanting to hire between now
* Managers, shareholders
Survey carried out between 4 May and 1 July 2015
Number of respondents: 104 companies (development studios), response rate: 95.41%
and 2016. However, this is a lower figure than in 2014 when 56.4% of them wanted to hire for 2015.
The percentage of companies wanting to reduce their workforce has remained at 6%. This means the
proportion of companies wanting to maintain a stable workforce in 2015 has increased from 2014 (44.5%
compared with 37.2%).
2.3. Encouraging future prospects
for employment in 2016
Table 53:
Workforce change by 2016 (all companies)
In your opinion, how will your workforce evolve by 2016?
2015
2014
Video game players are looking to49.3%
expand their teams
with
Increased workforce
56.4%
No
change in of
workforce
37.2% 2016.
49.3%
them wanting to hire 44.5%
between now and
Decreased workforce
6.2%
6.4%
However, this is a lower figure than
in 2014 when100.0%
56.4% of
TOTAL
100.0%
Survey carried out between 4 May and 1 July 2015
them
wanted
to
hire
for
2015.
Number of respondents: 146 companies (all activities), response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
The percentage of companies wanting to reduce their
workforce has remained at 6%. This means the proportion
of companies wanting to maintain a stable workforce
in 2015 has increased from 2014 (44.5% compared with
37.2%).
Workforce change
www.idate.org © SNJV/IDATE 2015
41
Table 53 : Workforce change by 2016 (all
companies)
Number of respondents: 146 companies (all activities), response rate: 100%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 146 companies (all activities), response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Among the companies wanting to increase their workforce, nearly half of them are considering growth of
Source:
Annual
survey
the
French
fewer
than 22015
FTEs and
only 9.7%
want toof
hire
more
than 10.Video Game Industry - SNJV/IDATE
-
September 2015
Among the companies wanting to increase their workforce,
Jobs created by 2016
nearly half of them are considering growth of fewer than 2
Number of new hires
%
FTEs and only 9.7% want to hire more than 10.
Fewer than 1
1.4%
Table 54:
Number of FTE jobs created by 2016
Between 1 and 2
Between 3 and 5
45.8%
31.9%
Between 6 and 10
11.1%
More than 10
TOTAL
9.7%
100.0%
Table 54 : Jobs created by 2016
Survey carried out between 4 May and 1 July 2015
Number of respondents: 72 companies (companies wanting to hire), response rate: 100%
Number of FTE jobs created by 2016
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Number of new hires
%
Fewer than 1
1.4%
Between 1 and 2
45.8%
Between 3 and 5
31.9%
Between 6 and 10
11.1%
More than 10
9.7%
Total
100.0%
www.idate.org © SNJV/IDATE 2015
Workforce change
2015
2014
Increased workforce
49.3%
56.4%
No change in workforce
44.5%
37.2%
Decreased workforce
6.2%
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
6.4%
Total
100.0%
100.0%
42
Survey carried out between 4 May and 1 July 2015
Number of respondents: 72 companies (companies wanting to hire), response rate:
100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
Figure 48:
Figure 48 : Jobs created by 2016
Jobs created by 2016
9.7% 1.4%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 146 companies (all activities), response rate: 100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
45.8%
meter of the French Video Game Industry, 2nd Edition, 2015
Figure 46 : Workforce change by 2016 (all
companies)
31.9%
Workforce change by 2016 (all companies)
Fewer than 1Moins de 1
Entre
Between 1 and
2 1 et 2
Entre
Between 3 and
5 3 et 5
Between 6 and
106 et 10
Entre
More than 10Plus de 10
11.1%
Survey carried out between 4 May and 1 July 2015
6.2%
Survey carried out between 4 May and 1 July 2015
49.3%
44.5%
Number of respondents: 72 companies (companies wanting to hire), response rate: 100%
Increased
Number of respondents: 72 companies (companies wanting to hire), response rate:
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
100%
workforce
Source:
2015
Annual
survey
thecompanies
French Video
Game is
Industry
- SNJV/IDATE
Augmentation
The
number
of
potential
jobs
created
based
onof
the
surveyed
371 with
only 30 job -losses in
No change in
September
2015. This is a largely
positive2015
threshold on the recruiting front.
Maintien
workforce
By extending this figure to all French video game companies, the market is expected to hire more than
800 new
employees in 2015, from about 1000 in 2014.
Decreased
Baisse
workforce
The companies surveyed should thus create 2 additional positions on average by 2016 if we only take
into account permanent and temporary contracts as well as job losses. This is a sign that the sector is
growing despite a difficult economic environment and also a sign that video game companies are
Survey carried out between 4 May and 1 July 2015
continuing
d out between 4Number
May and of
1 July
2015
respondents:
146 companies (all activities), response rate:
100% to invest in production in France.
spondents: 146 Source:
companies
(all activities),
response
100% Video Game Industry - SNJV/IDATE 2015
Annual survey
of rate:
the French
September
2015
Barometer of the
French Video
Game Industry - SNJV/IDATE - September 2015
Figure 49:
Workforce change by 2016 (all companies)
56.4%
Comparison between number of jobs created and number of job losses by 2016
193
49.3%
37.2%
44.5%
90
6.4%
6.2%
Création
2014
Annual Survey of the French
Video Game Industry - 2015
32
54
Départ
13
2015
6
30
2
8
4
0
0
1
Annual Barometer
of the French Video Game Industry, 2nd Edition,
2015
Other
0.0%
TOTAL
0.3%
100.0%
100.0%
Survey carried out between 4 May and 1 July 2015
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
respondents: 70 companies (companies wanting to hire), response rate: 97.2%
Among Number
these ofnew
positions to be filled, specify the number of:
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Freelancers/contractors
14.6%
10.9%
The number
of potential jobs created based
on the Figure 50 : Job types created
Jobs created by 2016
by 2016
Figure 50:
Job types created by 2016
Trainees/apprentices
8.1%
12.5%
1.4%
9.7% is 371 with only 30 job losses in 2015.
companies surveyed
Occasional/casual
1.1%
1.7%
Moins de 1
1.1%
8.1%
This is a largely
11.1% positive threshold on the recruiting front.
Permanent0.0%
Entre 1 et 2
Interim
0.0%
CDI
By extending this figure to all French video
game
Entre 3 et 5
Temporary0.3%
Other
0.0%
14.6%
45.8%
CDD
companies, the market is expected to hire more
than
Entre
6
et
TOTAL 10800
100.0%
100.0%
Freelancers/
Freelances/prestataires
Plus de
10
31.9% in 2015, from about 1000 in 2014.
new employees
52.0%
Survey
carried
out between 4 May and 1 July 2015
contractors
of respondents: 70 companies (companies wanting to hire), response rate: 97.2% Stagiaires/apprentis
The companies surveyed should thus create Number
2 additional
Trainees/
Survey carried out between 4 May and 1 July 2015
24.3%
Source:
2015 Barometer of the
French Video Game Industry - SNJV/IDATE - September 2015
Number
of respondents: 72
companies
(companies wanting
to hire), response
rate: 100%
Intermittents
positions
on
average
by 2016
if we
only take into
account
apprentices
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
permanent and temporary contracts as well as
job
losses.
Figure
The number of potential jobs created based on the companies surveyed is 371 with only
30 job50:
losses inJob types created by 2016
2015.
This isis
a largely
positive
threshold
the recruitingis
front.
This
a sign
that
theon sector
growing despite a difficult Survey carried out between 4 May and 1 July 2015
Survey
carried out between 4 May and 1 July 2015
By extending this figure to all French video game companies, the market is expected to hire more
than
1.1%
game
Number
of respondents:
70wanting
companies
wanting to hire), response rate:
800economic
new employees inenvironment
2015, from about 1000 and
in 2014. also a sign that video Number
of respondents:
70
companies
(companies
to hire), (companies
response rate: 97.2%
8.1%
97.2%of the French Video Game Industry - SNJV/IDATE - September 2015
Source: 2015 Barometer
companies
are
continuing
to
invest
in
production
in
France.
The companies surveyed should thus create 2 additional positions on average by 2016 if we only take
CDI
Figure 48:
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE
into account permanent and temporary contracts as well as job losses. This is a sign that the sector is
14.6%
Payroll
is due to natural
14%
growing despite a difficult economic environment and also a sign that video game companies
are growthSeptember
2015 business growth for 86% of the studios surveyed, while only
CDD
continuing to invest in production in France.
change as a cyclical phenomenon.
Figure 49 : Comparison between number of jobs
Table 56:
created and number of job losses by 2016
Figure 49:
Comparison between number of jobs created and number of job losses by 2016
193
Freelances/prestata
52.0%
Payroll growth is due to natural
business growth for 86%
Reasons for payroll growth
Stagiaires/apprentis
of
the
studios
surveyed,
while
only
14% see the 2015
change
as
Reasons
24.3%
Natural growtha cyclical phenomenon.
86% Intermittents
Reasons for payroll growth
Cyclical phenomenon
13
CDI
14%
TOTAL
90
6
30
8
4
0
CDD Stagiaires / apprentis
Freelances / prestataires
Intermittents
0
100.0%
Création
Survey carried out between 4 May and 1 July 2015
Départ
Number of respondents: 72 companies (companies wanting to hire), response rate: 100%
54
2
-
see the
Table 56 : Reasons for payroll growth
Survey
carried out between 4 May and 1 July 2015
1
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Number of respondents: 70 companies (companies wanting to hire), response rate: 97.2%
Autre
Reasons
payroll growth
Figure
51:
Reasons
payroll
growth
Source: 2015
Barometer
of the for
French
Video
Game
Industry for
- SNJV/IDATE
- September 2015
Survey
carried
4 May and 1 July 2015
Survey
carried out
between out
4 Maybetween
and 1 July 2015
Reasons business growth for 86% of the studios
2015surveyed, while only 14% se
Number
of respondents:
79 companies (companies
wanting to hire and
expecting job losses),
response
97.5%
Number
of respondents:
79 companies
(companies
wanting
torate:
hire
and expecting
Payroll
growth is due to natural14%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
job losses), response rate: 97.5%
change as a cyclicalNatural
phenomenon.
growth
86%
TheSource:
majority of
futureAnnual
jobs created
are likely
to beFrench
permanent
(52%)Game
and temporary
contracts
(24.3%).
2015
survey
of the
Video
Industry
- SNJV/IDATE
September
2015
Croissance naturelle
56:
Reasons for payroll growth
Very few new hires will be on more unstable contractual arrangements: less than 24%Table
will be freelancers,
trainees or intermittent workers. The use of temporary contracts is on the rise because of the increased
number of projects. The need to increase usage of temporary workers in the video Reasons
game industry
thus
for
payroll
stems from the need to ensure certain productions in France survive.
Cyclical phenomenon
growth
86%
14%
Phénomène conjoncturel
The majority of future jobs created are likely to be
Total
100.0%
Reasons
2015
permanent
(52%)
and temporary contracts (24.3%).
Table
55:
Job types created
by 2016
Natural growth
86%
Survey
carried
out
between
4
May
and
1
July
2015
Among these new positions to be filled, specify the number of:
Very few new hires will be on
more unstable
contractual
Cyclical
phenomenon
Number of respondents: 72 companies (companies wanting to hire), response 14%
rate:
Contract types
2015
2014
Permanent
54.0%
arrangements: less than 24%52.0%
will be freelancers,
trainees
Survey carried out100%
between 4 May and 1 July 2015
TOTAL
100.0%
Temporary
24.3%
20.6%
Number of respondents:
72 companies
(companies
wanting
to hire),
response
rate: Game
100% Industry - SNJV/IDATE Source:
2015
survey
of the
French
Video
or intermittent workers. The use of temporarySurvey
contracts
is between
carried out
4 May
andAnnual
1 July 2015
September
2015
Number
of
respondents:
72
companies
(companies
wanting
to
hire),
response
rate: 100%
on the rise because of the increased number of projects.
www.idate.org © SNJV/IDATE 2015
Source:
2015
Barometer
of
the
French
Video
Game
Industry
SNJV/IDATE
September
2015
The need to increase usage of temporary workers in the
video game industry thus stems from the need
to ensure
Figure
51:
Reasons
for payroll
Figure
51 :growth
Reasons for payroll growth
certain productions in France survive.
www.idate.org © SNJV/IDATE 2015
43
44
14%
Table 55 : Job types created by 2016
Contract types
2015
2014
Permanent
52.0%
54.0%
Temporary
24.3%
20.6%
Freelancers/contractors
14.6%
Trainees/apprentices
8.1%
Occasional/casual
1.1%
1.7%
Interim
0.0%
0.0%
Other
0.0%
0.3%
Total
100.0%
100.0%
86%
Natural
growth
Croissance naturelle
Cyclical
Phénomène conjonctu
phenomenon
Survey carried out between 4 May and 1 July 2015
Number of respondents: 72 companies (companies wanting to hire), response rate:
100%
Number
of
respondents:
72 companies (companies wanting to hire), response rate: 100%
12.5%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
10.9%
Survey carried out between 4 May and 1 July 2015
www.idate.org © SNJV/IDATE 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 70 companies (companies wanting to hire), response rate:
97.2%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
33
3. The economic and financial situation of
French video game companies
3.1. Companies growing despite
economic fragility
Table 58 : Average turnover based on age (all
companies)
1. Turnovers of companies surveyed continue to
show strong growth in 2015
Year
Under 5
Between 5
and 10
Over 10
Overall
average
The average turnover reported by the companies surveyed
was 3.8 million EUR in 2014. It increased by 11.1% in 2015,
reaching 4.3 million EUR. The median is 300,000 EUR and
demonstrates a strong disparity between small and large
companies.
In 2014:
€491,872
€1,799,709
€12,599,809
€3,805,971
2015 estimate
€723,310
€2,349,000
€13,301,972
€4,230,152
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
3. The
economic
and financial
situation of
Table 57
: Average turnover
(all companies)
French video game companies
Year
Average
In 2014:
€3,805,971
3.1. Companies growing despite economic fragility
3.1.1. Turnovers of companies surveyed continue to show strong growth in 2015
2015 estimate
€4,230,152
The average turnover reported by the companies surveyed was 3.8 million EUR in 2014. It increased by
11.1% in 2015, reaching 4.3 million EUR. The median is 300,000 EUR and demonstrates a strong
disparity between small and large companies.
Survey carried
out between 4 May and 1 July 2015
Average turnover (all companies)
117 companies (all activities), response rate: 80.13%
Source: 2015 Annual survey of the French Video GameAverage
Industry - SNJV/IDATE Year
In
2014:
€3,805,971
September
2015
Table 57:
Number
respondents:
Specify
yourof
turnover
2015 estimate
€4,230,152
Figure 52 : Average turnover (all companies) (in
millions of EUR)
Survey carried out between 4 May and 1 July 2015
Number of respondents: 117 companies (all activities), response rate: 80.13%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 117 companies (all activities), response rate: 80.13%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
Looking at accounting results, 63.1% of the companies
surveyed ended 2014 with a balanced account or with a
surplus. Although certainly a success, this percentage is
still lower than in 2013 (-4.8 points). This decrease is mainly
due to a decrease in the number of companies ending the
year with a surplus, which went from 38.4% in 2013 to
33.6% in 2014. The deficit rate has therefore increased, a
sign that there is greater fragility among companies.
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Figure 52:
Average turnover (all companies) (in millions of EUR)
Table 59 : Accounting situation at end of 2014 based on
age (all companies)
4,23
3,81
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
Age / 2014
Deficit
Balanced
Overall
Surplus
year
total account or
Looking at accountingfiscal
results,
63.1% of the companies surveyed ended 2014 with a balanced
2014
Estimation
2015
InEn2014
2015
estimate
with a surplus. Although certainly a success, this percentage is still lower than in 2013 (-4.8 points). This
Survey carried out between 4 May and 1 July 2015
decrease is mainly due to a decrease in the number of companies ending the year with a surplus, which
Number
of respondents:
(all activities),
80.13%
Survey
carried 117
outcompanies
between
4 Mayresponse
and 1rate:
July
2015
Under 5
30.9% 33.3%
35.8%
100.0%
went80.13%
from 38.4% in 2013 to 33.6% in 2014. The deficit rate has therefore increased, a sign that there is
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Number of respondents: 117 companies (all activities), response rate:
greater
fragility
among
companies.
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE This significant growth in turnover is particularly strong in companies under 5 years old: they predict an
increase
of more
than 45% between 2014 and 2015. Regardless of company age, we see turnover
September
2015
Table 59:
Accounting
growing for all companies.
Between 5
48.5%
24.2%
27.3%
situation at end of
2014 based
on age (all companies)
and 10
End of 2014 accounting situation based on company age
particularly
strong
Age / 2014 fiscal year
Deficit
Average turnover based
on age (all
This significant
growth
incompanies)
turnover is
in companies under 5 years old: they predict
increase
Under
5 average
Over 10 an
Overall
In 2014:
€491,872
€1,799,709
€12,599,809
€3,805,971
Between
5 andof
10
of
more
than
45%
between
2014
and
2015.
Regardless
2015 estimate
€723,310
€2,349,000
€13,301,972
€4,230,152
Over 10
Survey
carried out between
4 May
and 1 see
July 2015turnover growing for all companies.
company
age,
we
Table 58:
Average turnover of companies surveyed based on age
Year
Under 5
Between 5 and 10
Number of respondents: 117 companies (all activities), response rate: 80.13%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Balanced
Surplus
33.3%
35.8%
48.5%
24.2%
33.6%
25.0%
27.3%
100.0%
34.4%100.0%100.0%
37.0%
29.5%
33.6%
Over 10
40.6%30.9%25.0%
Overall total
37.0%40.6%29.5%
Overall total
100.0%
34.4%
Survey
out
between 4 May and 1 July 2015
Survey carried out between
4 May carried
and 1 July
2015
Overall total
100.0%100.0%
100.0%
Number
of respondents:
146 companies
(all activities), response rate: 100%
Number of respondents: 146
companies
(all activities), response
rate: 100%
Source:
2015
Annual
the French- September
Video Game
Source: 2015 Barometer of
the French
Video
Game survey
Industry of
- SNJV/IDATE
2015Industry
- SNJV/IDATE -
September 2015
www.idate.org © SNJV/IDATE 2015
46
Figure 53:
Figure 53 : Accounting situation at end of 2014 (all
companies)
Accounting situation at end of 2014 (all companies)
33.6%
En déficit
Deficit
A l'équilibre
Balanced
En excédent
Surplus
37.0%
29.5%
Survey carried out between 4 May and 1 July 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 146 companies (all activities), response rate: 100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
Accounting situation at end of 2014 based on age (all companies)
Number of respondents: 146 companies (all activities), response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Figure 54:
48.5%
40.6%
30.9%
34
35.8%
33.3%
24.2% 25.0%
27.3%
34.4%
Moins de 5 ans
Annual Survey of the French Video Game IndustryEntre
- 2015
5 et 10 ans
Plus de 10 ans
2014
Survey carried out between 4 May and 1 July 2015
Number of respondents: 146 companies (all activities), response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
En déficit
A l'équilibre
En excédent
Survey carried out between 4 May and 1 July 2015
Number of respondents: 146 companies (all activities), response rate: 100%
Figure 53:
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Accounting situation at end of 2014 (all companies)
33.6%
3.1.2. Turnovers of studios surveyed show strong growth in 2015
En déficit
37.0%
The turnover of the development studios surveyed are also indicating a significant increase between 2014
and 2015. The increase is expected to be 22.4%, amounting to over 2 million EUR on average.
A l'équilibre
En excédent
Table 61:
Year
Survey carried out between 4 May and 1 July 2015
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Figure 56 : Turnover growth between 2014 and 2015
Figure 56:
Turnover growthstudios)
between 2014 and(in
2015 millions
(development studios)
(in millions of EUR)
(development
of EUR)
Number of respondents: 88 companies (development studios), response rate: 80.7%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
48.5%
40.6%
35.8%
33.3%
27.3%
24.2% 25.0%
Average
In 2014:
€1,676,247
80.7%
- Source: 2015 Annual survey of the French Video
Game Industry - SNJV/
2015 estimate
€2,052,305
IDATE
- September
2015
Survey carried
out between 4 May
and 1 July 2015
Figure 54 : Accounting situation at end of 2014 based
on ageAccounting
(all companies)
Figure 54:
situation at end of 2014 based on age (all companies)
Number of respondents: 146 companies (all activities), response rate: 100%
30.9%
Average turnover growth between 2014 and 2015 (development studios)
Specify your turnover for the period
29.5%
34.4%
2,05
1,68
Moins de 5 ans
Entre 5 et 10 ans
Plus de 10 ans
En déficit
A l'équilibre
2014
InEn2014
En excédent
Estimation
2015
2015
estimate
Survey carried out between 4 May and 1 July 2015
Number of respondents:
88 companies
(development
studios),
80.7%
Survey
carried out
between
4 May
andresponse
1 Julyrate:
2015
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Number
of respondents: 88 companies (development studios), response rate:
In 2014 the average turnover for development studios under 5 years old was just over 454,000 EUR, and
80.7%
continues to grow along with age, up to 5.9 million EUR for companies older than 10.
Source:
2015 Annual survey of the French Video Game Industry - SNJV/IDATE The turnover for studios between 5 and 10 years old could even double according to estimates from their
September
2015 performance which accurately reflects the dynamics of the industry.
directors. Remarkable
Survey carried out between 4 May and 1 July 2015
Number of respondents: 146 companies (all activities), response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE Table
60:
Accounting
September
2015 situation at end of 2013 based on age (all companies)
Survey carried out between 4 May and 1 July 2015
Number of respondents: 146 companies (all activities), response rate: 100%
End of 2013 accounting situation based on company age
Age / 2013 fiscal year
Deficit
Balanced
Surplus
Overall
Table 60 : Accounting situation at end
of 2013
based
ontotal
29.6%
39.5%
30.9%
100.0%
In 2014 the average turnover for development studios
age
(all
companies)
Between 5 and 10
33.3%
18.2%
48.5%
100.0%
Under 5
under 5 years old was just over 454,000 EUR, and continues
to grow along with age, up to 5.9 million EUR for companies
older than 10.
The turnover for studios between 5 and 10 years old could
even double according to estimates from their directors.
Remarkable performance which accurately reflects the
dynamics of the industry.
www.idate.org © SNJV/IDATE 2015
Age / 2013
www.idate.org © SNJV/IDATE 2015
Deficit
fiscal year
Balanced
Surplus
Overall
total
Under 5
29.6%
39.5%
30.9%
100.0%
Between 5
and 10
33.3%
18.2%
48.5%
100.0%
Over 10
37.5%
15.6%
46.9%
100.0%
Overall total
32.2%
29.5%
38.4%
100.0%
47
48
Table 62 : Average turnover based on age
(development studios)
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 146 companies (all activities), response rate: 100%
Source:
2015 Annual survey of the 37.5%
French Video Game
- SNJV/IDATE
Over
10
15.6% Industry
46.9%
100.0% Overall
total
32.2%
29.5%
38.4%
100.0%
September
2015
End of 2013 accounting situation based on company age
Survey carried out between 4 May and 1 July 2015
Figure 55 : Financial situation at end of 2013 and
2014 (all
companies)
Figure 55:
Financial situation at end of 2013 and 2014 (all companies)
Number of respondents: 146 companies (all activities), response rate: 100%
Year
Under 5
Between 5
and 10
Over 10
Overall
average
In 2014:
€454,231
€659,626
€5,887,077
€1,676,247
2015 estimate
€690,492
€1,246,286
€6,383,537
€2,052,305
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
32.2%
37.0%
38.4%
29.5% 29.5%
33.6%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 88 companies (development studios), response rate:
80.7%
Table
62:
Average turnover based on age (development studios)
Turnover
of development
studios
based on
Source:
2015 Annual
survey
ofage
the French Video Game Industry - SNJV/IDATE Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
2013
2014
En déficit
A l'équilibre
En excédent
Survey carried out between 4 May and 1 July 2015
Survey carried out between 4 May and 1 July 2015
Source:
2015 Barometer
of the French Video
Industry - SNJV/IDATE
- September response
2015
Number
of respondents:
146Game
companies
(all activities),
rate: 100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
Number of respondents: 146 companies (all activities), response rate: 100%
3.1.2. Turnovers of studios surveyed show strong growth in 2015
2. Turnovers of studios surveyed show strong
growth
in 2015
Table 61:
Average turnover
growth between 2014 and 2015 (development studios)
The turnover of the development studios surveyed are also indicating a significant increase between 2014
and 2015. The increase is expected to be 22.4%, amounting to over 2 million EUR on average.
The turnover of the development studiosAverage
surveyed are also
€1,676,247
indicating a significant increase between
2014 and 2015.
2015 estimate
€2,052,305
Thecarried
increase
isandexpected
to be 22.4%, amounting to over 2
Survey
out between 4 May
1 July 2015
Number of respondents: 88 companies (development studios), response rate: 80.7%
million
EURof theon
average.
Source:
2015 Barometer
French
Video Game Industry - SNJV/IDATE - September 2015
Year
InSeptember
2014:
2015
2015 estimate
Under 5
€454,231
Between 5 and 10
€659,626
Over 10
€5,887,077
Overall average
€1,676,247
€690,492
€1,246,286
€6,383,537
€2,052,305
Figure 57 : Turnover growth between 2014 and 2015
based on age (development studios) (in millions of
Figure 57:
growth between 2014 and 2015 based on age (development studios) (in millions of
EUR) Turnover
EUR)
Survey carried out between 4 May and 1 July 2015
Number of respondents: 88 companies (development studios), response rate: 80.7%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
5,89
6,38
Specify your turnover for the period
Year
In 2014:
In 2014:
2015 estimate
Survey carried out between 4 May and 1 July 2015
Moins de 5 ans
1,25
Entre 5 et 10 ans
Plus de 10 ans
Survey carried out between 4 May and 1 July 2015
Number of respondents: 88 companies (development studios), response rate:
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
80.7%
The
financial
situation
of studios
at the
2014 showed
36.7%
of them -were
in deficit. A Source:
2015
Annual
survey
of end
the ofFrench
Video that
Game
Industry
SNJV/IDATE
relatively similar situation was observed in 2013 (31.2%), although slightly lower.
September 2015
Only 30% reported a surplus (37.6% in 2013).
Table 63:
€1,676,247
Financial situation at end of 2013 and 2014 (development studios)
The financial situation of studios at the end of 2014 showed
Fiscal year
Balanced
Surplus
Overall total
that 36.7% of them wereDeficit
in deficit.
A relatively
similar
2013
31.2%
31.2%
37.6%
100.0%
2014
33.0%
30.3%
100.0%
situation was observed in 36.7%
2013 (31.2%),
although
slightly
Survey carried out between 4 May and 1 July 2015
lower.
Number
of respondents: 109 companies (development studios), response rate: 100%
End of fiscal year
Estimation 2015
€2,052,305
Number of respondents: 88 companies (development studios), response rate: 80.7%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Survey carried out between 4 May and 1 July 2015
In 2014 the average turnover for development studios under 5 years old was just over 454,000 EUR, and
Number
of respondents:
88to 5.9
companies
studios),
continues
to grow
along with age, up
million EUR (development
for companies older
than 10. response rate:
The turnover for studios between 5 and 10 years old could even double according to estimates from their
directors. Remarkable performance which accurately reflects the dynamics of the industry.
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Figure 58:
35
www.idate.org © SNJV/IDATE 2015
0,66
Number of respondents: 88 companies (development studios), response rate: 80.7%
Average
En 2014
0,69
Survey carried out between 4 May and 1 July 2015
Turnover
growth betweenturnover
2014 and 2015 (development
studios)
(in millions of2014
EUR)
Table 61
: Average
growth
between
2,05
and 2015 (development
studios)
1,68
Figure 56:
Year
0,45
En 2014
Estimation 2015
48
Financial situation at end of 2013 and 2014 (development studios)
31.2%
36.7%
31.2% 33.0%
37.6%
30.3%
2013
2014
Turnover of development studios based on age
Year
In 2014:
Under 5
€454,231
Between 5 and 10
€659,626
Over 10
€5,887,077
Overall average
€1,676,247
2015 estimate
€690,492
€1,246,286
€6,383,537
€2,052,305
Survey carried out between 4 May and 1 July 2015
Number of respondents: 88 companies (development studios), response rate: 80.7%
Table 63 : Financial situation at end of 2013 and
6,38
5,89
2014 (development studios)
0,69
0,45
2013 Moins de 5 ans
31.2%
100.0%
Over 10
Overall total
33.3%
36.7%
33.3%
33.0%
33.3%
30.3%
100.0%
100.0%
Figure 59 : Financial situation at end of 2014 based
on
age
(development
studios)
Figure
59:
Financial
situation at end of 2014
based on age (development studios)
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Overall total
31.2%
37.6%
Plus de 10 ans
100.0%
33.0%
30.3%
100.0%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Number
ofFinancial
respondents:
109 companies (development studios), response rate:
Table 63:
situation at end of 2013 and 2014 (development studios)
100%
End of fiscal year
Source:
2015 Annual survey of the French
Video Game
- SNJV/IDATE
Fiscal year
Deficit
BalancedIndustry
Surplus
Overall total
2013
31.2%
31.2%
37.6%
100.0%
September
2015
36.7%
33.0%
30.3%
100.0%
Figure 58 : Financial situation at end of 2013 and
2014 (development studios)
Under 5
30.6%
Age of company and end of 2013 fiscal year
37.6%
30.3%
2014
A l'équilibre
100.0%
29.0%
Number of respondents: 109 companies (development studios), response rate: 100%
2013
En déficit
40.3%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Financial situation at end of 2013 and 2014 (development studios)
31.2% 33.0%
En excédent
Between 5 and 10
30.8%
Table
65 : Financial situation
at end23.1%
of 201346.2%
based100.0%
on
Over 10
33.3%
14.3%
52.4%
100.0%
Overall total
31.2%
31.2%
37.6%
100.0%
age (development studios)
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
31.2%
A l'équilibre
Survey
between
4 May studios),
and 1response
July 2015
Number of carried
respondents:out
109 companies
(development
rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Number
of respondents: 109 companies (development studios), response rate:
100%
Table 65:
Financial situation at end of 2013 based on age (development studios)
Age of company
end of 2013
fiscal of
year
Source:
2015and
Annual
survey
the French Video Game Industry - SNJV/IDATE Age
/
2013
fiscal
year
Deficit
Balanced
Surplus
Overall total
September 2015
Number of respondents: 109 companies (development studios), response rate: 100%
36.7%
Entre 5 et 10 ans
Survey carried out between 4 May and 1 July 2015
Survey carried out between 4 May and 1 July 2015
Figure 58:
Moins de 5 ans
Survey carried out between 4 May and 1 July 2015
The financial situation of studios at the end of 2014 showed that 36.7% of them were in deficit. A
relatively similar situation was observed in 2013 (31.2%), although slightly lower.
Survey
carried
between
4 May
and 1 July 2015
Only 30%
reportedout
a surplus
(37.6%
in 2013).
2014
33.3%
32.3%
Plus de 10 ans
En déficit
Number of respondents: 88 companies (development studios), response rate: 80.7%
36.7%
33.9% 30.8% 33.3%
23.1%
Survey carried out between 4 May and 1 July 2015
2014
33.3%
En 2014
Estimation 2015
Surplus
Entre 5 et 10 ans
Overall total
100.0%
23.1%
46.2%
1,25
Balanced
0,66
Surplus
32.3%
30.8%
33.9%
End of fiscal year
Deficit
Balanced
33.9%
46.2%
Number of respondents: 109 companies (development studios), response rate: 100%
Turnover growth between 2014 and 2015 based on age (development studios) (in millions of
EUR)
Fiscal year
Deficit
33.9%
Between 5 and 10
Survey carried out between 4 May and 1 July 2015
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Only
30% reported a surplus (37.6% in 2013).
Figure 57:
Age / 2014 fiscal year
Under 5
En excédent
Age / 2013 fiscal
year
Deficit
Balanced
Surplus
Overall
total
Under 5
30.6%
40.3%
29.0%
100.0%
Between 5 and
10
30.8%
23.1%
46.2%
100.0%
Over 10
33.3%
14.3%
52.4%
100.0%
Overall total
31.2%
31.2%
37.6%
100.0%
www.idate.org © SNJV/IDATE 2015
Survey carried out between 4 May and 1 July 2015
Number ofcarried
respondents:
109between
companies (development
studios),
response
rate: 100%
Survey
out
4 May and
1 July
2015
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Number
of respondents: 109 companies (development studios), response rate:
100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
www.idate.org © SNJV/IDATE 2015
For the 2014 fiscal year, more studios in the 5 to 10 year
age bracket posted a deficit. 46.2% were in this situation,
compared with 33.9% for studios under 5 years old and
33.3% for studios over 10 years old.
Studios over 10 years old appear to have experienced a
downturn in 2014. Only 33.3% reported a surplus at the end
of 2014, compared with 52.2% at the end of 2013). However,
the deficit rate of these studios has not moved (33.3%), so
more are breaking even (+19 points).
Table 64 : Financial situation at end of 2014 based on
age (development studios)
49
50
Survey carried out between 4 May and 1 July 2015
Number of respondents: 109 companies (development studios), response rate:
100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
Figure 60 : Financial situation at end of 2013
Financial situation
at end of 2013 (development studios)
(development
studios)
Figure 60:
52.4%
46.2%
40.3%
30.6% 30.8% 33.3%
Moins de 5 ans
29.0%
23.1%
Entre 5 et 10 ans
14.3%
En déficit
A l'équilibre
Plus de 10 ans
En excédent
Survey carried out between 4 May and 1 July 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 109 companies (development studios), response rate:
100%
With turnover growth at 15.9%, the development studios with a turnover less than 10M EUR surpassed 1
Source:
Annual survey of the French Video Game Industry - SNJV/IDATE million
EUR2015
in revenue.
September 2015
Number of respondents: 109 companies (development studios), response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Age of company and end of 2014 fiscal year
Table 66:
Average turnover (development studios)
Age / 2014 fiscal
year
Deficit
Balanced
Surplus
Overall
total
Under 5
33.9%
33.9%
32.3%
100.0%
Between 5 and
10
46.2%
30.8%
23.1%
100.0%
Over 10
33.3%
33.3%
33.3%
100.0%
Number of respondents: 84 companies (development studios with a turnover of less than 10M EUR), response rate: 80.0%
Overall total
36.7%
33.0%
30.3%
100.0%
Figure 61:
(excluding studios with a turnover exceeding 10M EUR)
With turnover growth at 15.9%, the development studios
Average
with a turnover less than 10M EUR surpassed
1 million
In 2013 (2014 barometer)
€668,886
2014
estimate
(2014 barometer)
€920,725
EUR
in revenue.
Specify your turnover for the period
Year
In 2014:
€884,466
€1,025,260
Table 66 : Average turnover (development
studios)
2015 estimate
Survey carried out between 4 May and 1 July 2015
(excluding studios with a turnover exceeding 10M EUR)
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Year
Average
Turnover growth (development studios) (in millions of EUR)
(excluding studios with a turnover exceeding 10M EUR)
In 2013 (2014 annual survey)
Survey carried out between 4 May and 1 July 2015
Number of respondents: 109 companies (development studios), response rate:
100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE
- September 2015
0,92
2014 estimate (2014 annual survey)
0,67
€668,886
0,88
€920,725
In 2014:
€884,466
2015 estimate
€1,025,260
1,02
En 2013 out between
Estimation
En 2014
Estimation 2015
Survey carried
4 May2014
and 1 July 2015
Number of respondents: 84 companies (development studios with a turnover of
Number
respondents:
84 companies
(development
with a turnover of less than 10M EUR), response rate: 80.0%
less ofthan
10M EUR),
response
rate:studios
80.0%
Survey carried out between 4 May and 1 July 2015
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
3.1.3. Increasing capital
36
Annual Survey of the French Video Game Industry - 2015
With an average of 614,000 EUR in 2013 and 778,000 EUR in 2014, the capital of companies surveyed
increased by 27%.
Table 66:
Average turnover (development studios)
(excluding studios with a turnover exceeding 10M EUR)
Specify your turnover for the period
Year
Average
In 2013 (2014 barometer)
2014 estimate (2014 barometer)
€668,886
€920,725
InSource:
2014:
2015 Annual survey of the French Video Game €884,466
Industry - SNJV/IDATE 2015
€1,025,260
September
2015
estimate
Survey carried out between 4 May and 1 July 2015
Figure 61 : Turnover growth (development studios)
(in millions
of EUR) (excluding studios with a turnover exceeding
Figure 61:
Turnover growth (development studios) (in millions of EUR)
Number of respondents: 84 companies (development studios with a turnover of less than 10M EUR), response rate: 80.0%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
10M EUR)(excluding studios with a turnover exceeding 10M EUR)
0,92
1,02
0,88
4. An export-orientated industry
In 2014, 42% of the turnover of the studios surveyed was
generated abroad. In 2015, this percentage is expected
to grow to 44.3%, which reflects the importance of
international markets in the video game industry.
Table 69 : Share of exports (development studios)
0,67
What share of your turnover do exports account for?
En2013
2013
In
Estimation
2014
2014
estimate
2014
InEn
2014
Estimation
2015
2015
estimate
Survey carried out between 4 May and 1 July 2015
Year
Average
In 2013:
41.1%
Survey carried out between 4 May and 1 July 2015
In 2014:
42.0%
Source:
2015 Barometer
of the French Video
Industry - SNJV/IDATE
- September
2015
Number
of respondents:
84 Game
companies
(development
studios
with a turnover of
less than 10M EUR), response rate: 80.0%
2015 estimate
44.3%
Increasing capital
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE With
an average2015
of 614,000 EUR in 2013 and 778,000 EUR in 2014, the capital of companies surveyed Survey carried out between 4 May and 1 July 2015
September
increased by 27%.
Number of respondents: 67 companies (development studios that responded ‘Yes’
to question 21 on self-publishing)
3.Increasing capital
Response rate: 81.7%
With an average of 614,000 EUR in 2013 and 778,000 EUR Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE www.idate.org © SNJV/IDATE 2015
51
September 2015
Number of respondents: 84 companies (development studios with a turnover of less than 10M EUR), response rate: 80.0%
3.1.3.
in 2014, the capital of companies surveyed increased by
27%.
Table 67 : Capital based on age (all companies)
Year
2013
2014
Under 5
€239,341
€455,705
Between 5 and 10
€365,796
€370,180
Over 10
€2,033,886
€2,236,240
Overall average
€613,867
€778,462
Survey carried out between 4 May and 1 July 2015
Number of respondents: 94 companies (all activities), response rate: 64.4%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
If we only take into account results related to video game
production (removing the share of turnover linked to
service provision), the average turnover generated from
exports is 328,000 EUR per company in 2015.
The proportion of the budget devoted to international
development amounted to 19.7% among development
studios, an increase of 3.5 points from the previous year.
This represents an average investment of just over 200,000
EUR per studio and which generates nearly 330,000 EUR.
It is thus profitable and encourages companies to continue
or begin investing.
Table 70 : Proportion of budget devoted to international
development (all companies)
How much of your budget goes towards
international development?
As for the development studios, the same increase can be
seen. The most striking increase was observed in studios
under 5 years old (+87%).
As is often the case, this growth will essentially result in
accumulation of profits. This situation demonstrates the
ability of companies to create profit from their productions
and allows them to invest in future projects.
Survey carried out between 4 May and 1 July 2015
Number of respondents: 144 companies (all activities), response rate: 98.6%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
Table 68 : Capital based on age (development studios)
Table 71 : Proportion of budget devoted to international
development (development studios)
Year
2013
2014
Under 5
€301,642
€563,116
Between 5 and 10
€167,661
€156,063
Over 10
€2,554,682
€2,807,780
Overall average
€717,598
€914,776
In 2014:
15.5%
2015 estimate
18.5%
How much of your budget goes
towards international development?
Survey carried out between 4 May and 1 July 2015
Number of respondents: 72 companies (development studios), response rate:
67.9%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
En 2014
16.2%
Estimation 2015
19.7%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 108 companies (development studios), response rate:
99.1%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
37
3.2. The critical question of financing
business development
Table 73 : Access conditions for receiving bank credit
How would you describe your access conditions
for receiving bank credit?
1. Access to financing business development
difficult
Access conditions
2015
2014
22.1% of the video game companies use bank credit to
finance their activities.
I can access it very easily
4.8%
2.7%
I can access it easily
13.7%
21.8%
It is difficult to access
17.1%
21.8%
It is very difficult to access
9.6%
12.7%
We were refused bank credit
5.5%
4.5%
We've never needed bank credit
49.3%
36.4%
Total
100.0%
100.0%
This low figure highlights the significant disengagement
of banks with regard to companies in this sector, which
raises the question of how much confidence there is in the
industry.
In addition, 26.7% the companies surveyed claim it is
difficult or very difficult to obtain bank credit, and 5.5%
have been denied bank credit.
Ultimately, nearly 50% of those surveyed have never
resorted to bank credit.
Survey carried out between 4 May and 1 July 2015
Number of respondents: 146 companies (all activities), response rate: 100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
2. But clear need for external funding to fuel
growth
This lack of support from banking institutions has meant
nearly three-quarters of the companies surveyed have The priority financing needs are long-term (48.4%) and
to use their own capital and more than half (58.6%)
use
term
(38.1%).
priority distinction between
Annual Barometermedium
of the French Video
Game
Industry, 2nd The
Edition, 2015
operating revenue.
these two needs has obviously narrowed with the
percentage gap dropping from 35 points in 2014 to only 10
In general, access to external funding resources How
seems
would you describe your access conditions for receiving bank credit?
Access
conditions
2015
2014
laborious. Many studio directors believe this situation points in 2015.
I can access it The
very easily
4.8%
2.7%
need
for
long-term
financing
is
not
as
strongly
felt
(-12
harms the attractiveness of France for this industry.
I can access it easily
points) while more focus is being placed 13.7%
on medium term21.8%
It is difficult to access
17.1%
21.8%
needs (+12 points).
It is very difficult to access
9.6%
12.7%
We were refused bank credit
5.5%
4.5%
Table 72 : Sources of funding of companies surveyed
We've never needed bank credit
49.3%
TOTAL
100.0%
Table 74 : Financing needs of companies
surveyed
What sources of funding does your company use?
36.4%
100.0%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 146 companies (all activities), response rate: 100%
How would you describe your financing needs?
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Type of funding
2015
2014
Equity
71.7%
3.2.2.
for external
funding
to fuelby
growth
78.7%But clear needShort
term view,
financed
operating
Operating revenue
58.6%
National aid
35.2%
Financing needs
2015
2014
13.2%
14.1%
48.8%
60.6%
100.0%
100.0%
Regional aid
22.8%
The priority financing needs are long-term
revenue(48.4%) and medium term (38.1%). The priority distinction
these two needs has obviously narrowed with the percentage gap dropping from 35 points in
points in 2015. view, financed by current
40.5%2014 to only 10 Medium-term
38.0%
25.3%
The need for long-term financing is assets
not as strongly felt (-12 points) while more focus is being placed on
23.4%medium term needs (+12 points).
Bank loans
22.1%
36.9%
60.4%between
Table 74:
Long-term view, financed by fixed
assets
Financing needs of companies surveyed
Investment capital
14.5%
30.6%
European aid
7.6%
7.2%
How would you describe your financing needs?
Financing needs
Other*
1.4%
2.7%
Crédit d'impôt recherche (CIR)
0.0%
2.7%
Short term view, financed by operating revenue
13.2%
Number of respondents: 129 companies (all activities),
response rate: 88.3% 14.1%
Medium-term view, financed by current assets
38.0%
25.3%
Total
2015
2014
Survey carried out between 4 May and 1 July 2015
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE -
Long-term view,
financed by
fixed assets
September
2015
TOTAL
48.8%
60.6%
100.0%
100.0%
* leasing, subsidiary of foreign company
Survey carried out between 4 May and 1 July 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 129 companies (all activities), response rate: 88.3%
Number of respondents: 145 companies (all activities), response rate: 99.31%
Source: 2015 Barometer
of the62
French
Video Game Industry of
- SNJV/IDATE
- September
2015
Figure
: Breakdown
companies
based
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE financing
Figure 62:
Breakdown ofneeds
companies based on their financing needs
September 2015
13%
49%
38%
on their
Court terme
à exploitation
Court terme à exploitation
Moyen
terme
Moyen terme à bas de bilan
à bas de bilan
Long terme à haut de bilan
Long terme
à haut de bilan
out1between
Survey carried outSurvey
betweencarried
4 May and
July 2015 4 May and 1 July 2015
Number
respondents:
129 companies
(all88.3%
activities), response rate: 88.3%
Number of respondents:
129of
companies
(all activities),
response rate:
Source:of 2015
Annual
of the -French
Video
Game Industry
Source: 2015 Barometer
the French
Videosurvey
Game Industry
SNJV/IDATE
- September
2015
- SNJV/IDATE -
September 2015
38
Annual Survey of the French Video Game Industry - 2015
www.idate.org © SNJV/IDATE 2015
54
Table 79: Capital raised in 2015
3. Raising capital as a financing option, low uptake,
but highly anticipated
Do you expect to raise capital by 2016?
In 2012, 9.2% of companies had raised capital (2014 annual
survey). This percentage was 7.8% in 2013 and 11.9% in
2014.
Opinion
%
Table 75 : Capital raised in 2013
Very likely
12.9%
Likely
55.3%
Unlikely
29.4%
Very unlikely
2.3%
Total
100.0%
Did you raise capital in 2013?
Capital raised
%
No
92.2%
Yes
7.8%
Total
100.0%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 141 companies (all activities), response rate: 96.6%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
Table 76 : Capital raised in 2014
Survey carried out between 4 May and 1 July 2015
Number of respondents: 89 companies (all activities and those that did not choose
‘You do not want to raise capital’ in table below), response rate: 84.8%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
43.6% of the companies surveyed would use it to finance
their activities, while 30.1% would use it to access new
Annual
Barometer of the French Video Game Industry, 2nd Edition, 2015
markets.
Did you raise capital in 2014?
Capital raised
%
No
88.1%
Do you expect to raise capital by 2016?
Yes
11.9%
Total
100.0%
Very unlikely
TOTAL
Table 80 : Uses for raising capital
Unlikely
Reason for raising capital
%
Survey carried out between 4 May and 1 July 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 143 companies (all activities), response rate: 97.9%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
The amount raised by the sector’s companies in 2014 is
still moderate but growing: 320,000 EUR on average in
2013 and 530,000 EUR in 2014.
29.4%
2.3%
What do you currently want to raise capital for?
100.0%
Number of respondents: 89 companies (all activities and those that did not choose 'You do not want to raise capital' in table below),
response rate: 84.8%
Supporting
current
43.6%
Source:
2015 Barometer ofyour
the French
Video Gameactivity
Industry - SNJV/IDATE - September 2015
43.6%
the not
companies
would
use it to finance their activities,
while 30.1% would use it to
Youof do
wantsurveyed
to raise
capital
39.8%
access new markets.
Accessing
new markets
Uses for raising capital
30.1%
Developing a new activity
27.2%
Acquiring new technologies
12.6%
Table 80:
What do you currently want to raise capital for?
Reason for raising capital
Supporting your current activity
You do not want to raise capital
%
43.6%
39.8%
Accessing new markets
30.1%
Survey carried out between 4 May and 1 July 2015
27.2%
130 companies (all activities), response rate: 89%
12.6%
Source:
2015
Annual
survey
of
the
French
Video
Game
Industry
SNJV/IDATE
Survey carried out between 4 May and 1 July 2015
Number
of respondents:
130 companies (all activities), response rate: 89%
September
2015
Developing a new activity
Number of respondents:
Acquiring new technologies
Table 77 : Amount of capital raised on average in
2013
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
FigureUses
63for: raising
Uses
for raising capital
capital
Figure 63:
Specify the amount of capital (in EUR) you raised in 2013:
Amount of capital raised
Acquérir de nouvelles technologies
€320,000
12.6%
Développer une nouvelle activité
Survey carried out between 4 May and 1 July 2015
Number of respondents: 7 companies (all activities) who raised capital in 2013
Response rate: 63.6%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
Table 78 : Amount of capital raised on average in
2014
27.2%
Accéder à de nouveaux marchés
Vous ne souhaitez pas lever de fonds
Soutenir votre activité actuelle
30.1%
39.8%
43.6%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 130 companies (all activities), response rate: 89%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 130 companies (all activities), response rate: 89%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Specify the amount of capital (in EUR) you raised in 2014:
Amount of capital raised
€530,231
Survey carried out between 4 May and 1 July 2015
Number of respondents: 13 companies (all activities) who raised capital in 2014
Response rate: 76.5%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
61% of the companies surveyed for the 2014 annual survey
expected to raise capital in 2014. By mid-2015 only 12.1%
had actually done this.
This optimism is also on show in 2015 as 68.2% of the
companies surveyed think they will raise capital by the end
of the year.
www.idate.org © SNJV/IDATE 2015
39
56
4.Outlook:
reasons to be optimistic
4.1. Entrepreneurs find increased
optimism within a context of
short-term financial visibility
Figure 65 : Confidence levels of those surveyed
aboutConfidence
the future
of their company in 2014 and 2015
Figure 65:
levels of those surveyed about the future of their company in 2014 and 2015
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
70.1%
67.1%
1. Proven optimism
2014
Like in 2014, the video game companies surveyed remain
very optimistic overall about the future of their company,
despite the difficult market environment: 83.6% claim to
have confidence in the future of their company.
14.5%16.4%
ual Barometer of the French Video Game Industry, 2nd Edition, 2015
2015
13.6% 13.7%
1.8% 2.7%
Très confiant
Plutôt confiant
Peu confiant
Pas confiant du tout
Survey carried out between 4 May and 1 July 2015
Number of respondents: 146 companies (all activities), response rate: 100%
Number of respondents: 146 companies (all activities), response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE companies
also
have
renewed2nd
confidence
the future of the sector in France. This optimism has
surveyed
about of theTheSeptember
Annual Barometer
French
Video2015
Game
Industry,
Edition, in
2015
81 : Confidence
of those
Outlook:Table
reasons
to belevels
optimistic
Survey carried out between 4 May and 1 July 2015
grown significantly: 65% of the companies surveyed have confidence in the future of the sector,
compared with 45.5% in 2014.
the future of their company
Table
82: companies
Opinions on the future
of the French
videorenewed
game sector (all companies)
The
also
have
confidence in the
Figure
Confidence levels of those surveyed about the future of their company in 2014 and 2015
Areincreased
you confident
about the future
company?
ntrepreneurs find
optimism
withinof ayour
context
of 65:
short-term
How optimistic are you about the future of the French video game sector?
future
of
the
sector
in
France.
This
optimism
has
grown
Opinion
2015
2014
nancial visibility
Opinion
2015
2014
Very
optimistic 70.1% 65%
2.7%
1.0% have
significantly:
of
the
companies
surveyed
67.1%
Somewhat optimistic
62.3%
44.5%
Very confident
16.4%
14.5%
confidence
compared with
Somewhat
pessimisticin the future of the sector,
32.9%
44.5%45.5%
oven optimism
Very pessimistic
2.1%
10.0%
in
2014..
Somewhat confident
67.1%
70.1%
TOTAL
100.0%
100.0%
e in 2014, the video game companies surveyed remain very optimistic overall about the future of their
Survey carried out between 4 May and 1 July 2015
mpany, despite the difficultNot
market
environment: 83.6% claim13.7%
to have confidence13.6%
in the future of their
Number of respondents: 146 companies (all activities), response rate: 100%
confident
mpany.
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
ble 81:
Not confident at all
14.5%16.4%Table
2.7%
1.8%
100.0%
100.0%
Confidence levels of those surveyed about the future of their company
Total
e you confident about the future of
your company?
inion
2015
2014
Très
82 : Opinions on 13.6%
the future
13.7% of the French video
game sector (all companies)
1.8% 2.7%
Figure 66:
2.1%
confiant
2015
2.7%
TAL
2.7%
HowPlutôt
optimistic
are you about
the future ofPas
theconfiant
Frenchdu
video
confiant
Peu confiant
tout
Très optimiste
game
sector?
32.9%
Plutôt optimiste
2014
Source: 2015
1.8%Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
100.0%
Very optimistic
100.0%
2015
Opinions on the future of the French video game sector (all companies)
Survey carried out between 4 May and 1 July
2015
y confident
16.4%
14.5%
Survey
Number of respondents: 146 companies (all
activities), response
rate:carried
100%out between 4 May and 1 July 2015
mewhat confident
67.1%
70.1%
Opinion
Number
of respondents: 146
companies (all activities), response rate: 100% 2015
Source: 2015 Annual survey of the French13.7%
Video Game Industry
- SNJV/IDATE
t confident
13.6%
- September
t confident at all
2014
2.7%
62.3%
Plutôt pessimiste
Très pessimiste
1.0%
The companies also Somewhat
have renewed
confidence in the future62.3%
of the sector in France.
optimistic
44.5% This optimism has
grown significantly: 65% of the companies surveyed have confidence in the future of the sector,
mber of respondents: 146 companies (all activities), response rate: 100%
Surveyin
carried
out between 4 May and 1 July 2015
compared with 45.5%
2014.
Figure 64 : Confidence levels of those surveyed
Somewhat
pessimistic
32.9%
44.5%
rce: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
vey carried out between 4 May and 1 July 2015
ure 64:
about the future of their company
Confidence levels of those surveyed about the future of their company Table 82:
13.7%
2.7%
16.4%
Number of respondents: 146 companies (all activities), response rate: 100%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
OpinionsVery
on the
future of the French video game sector
pessimistic
2.1% (all companies)
10.0%
How optimistic are you about the future of the French video game sector?
Total
100.0%
100.0%
Opinion
2015
2014
Very
confident
Très confiant
Very optimistic
2.7%
1.0%
Somewhat
Survey carried out between 4 May and 1 July 2015
Somewhat optimistic
62.3%
44.5%
Number of respondents: 146 companies (all activities), response rate: 100%
Plutôt confiant
confident
Somewhat pessimistic
32.9%
44.5%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE
Not confident
Very pessimistic
2.1%
10.0%
- September 2015
Peu confiant
TOTAL
100.0%
100.0%
Not confident
at
Survey carried out between 4 May and 1 July 2015
all
Pas confiant du tout
www.idate.org © SNJV/IDATE 2015
67.1%
vey carried out between
4 May
and 1out
Julybetween
2015
Survey
carried
4 May and 1 July 2015
Number of respondents: 146 companies (all activities), response rate: 100%
Figure 66 : Opinions on the future of the French
video game sector (all companies)
Opinions on the future of the French video game sector (all companies)
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
mber of respondents:
146 companies
(all activities),
response
rate: 100%
Number
of respondents:
146
companies
(all activities), response rate:
100%
Figure
66:
rce: 2015 Barometer
of the French
Video Game
Industry
SNJV/IDATE
September
2015
Source:
2015 Annual
survey
of -the
French -Video
Game
Industry
- SNJV/IDATE -
2.1%
September 2015
w.idate.org © SNJV/IDATE 2015
58
2.7%
Very optimistic
SomewhatTrès optimiste
optimistic Plutôt optimiste
Somewhat
Plutôt pessimiste
pessimistic
Très pessimiste
Very pessimistic
32.9%
62.3%
Survey carried out between 4 May and 1 July 2015
Survey carried out between
4 May of
andrespondents:
1 July 2015 146 companies (all activities), response rate: 100%
Number
57 companies (all activities), response rate: 100%
Number of respondents: Source:
146
2015 Annual survey of the French Video
Game Industry - SNJV/IDATE -
Source: 2015 BarometerSeptember
of the French2015
Video Game Industry - SNJV/IDATE - September 2015
40
Annual Survey of the French Video Game Industry - 2015
www.idate.org © SNJV/IDATE 2015
58
Figure 67 : Opinions on the future of the French
Table 84 : Turnover in the next 12 months
video game sector in 2014 and 2015 (all companies)
How
do Game
you think
turnover
Annual Barometer of the French
Video
Industry,your
2nd Edition,
2015 will change in the next 12
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
Figure 67:
Opinions on the future of the French video game sector in 2014 and 2015 (all companies)
months?
62.3%
44.5%
Turnover situation
44.5%
32.9%
10.0%
1.0% 2.7%
Très optimiste
Plutôt optimiste
Plutôt pessimiste
It will remain stable
2.1%
Table 84:
26.6%
Turnover in the next 12 months
It will decrease
Très pessimiste
11.2%
How do you think your turnover will change in the next 12 months?
Survey carried
out between
and 1 July 2015
Survey
carried
out4 May
between
4 May and 1 July 2015
Turnover situation
Number of respondents: 146 companies (all activities), response rate: 100%
Number
of
respondents:
146Game
companies
(all2015
activities),
response rate: 100%
Annual Barometer
of the2015
French
Video
Industry,
2nd -Edition,
Source:
Barometer
of the Game
French Video
Industry
SNJV/IDATE
- September 2015
It will grow
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE This optimism is accompanied by a positive view of each company's situation in their
market.
60% ofstable
It will
remain
September
2015
them believe their
situation will improve and 30.1% believe it will remain stable.
Figure 67:
%
2014
And as expected,
62.2%
believe
their turnover will grow over this same period 62.2%
and 26.7% believe it will
It will
grow
remain stable.
2015
Total
100.0%
%
62.2%
Survey carried out between 4 May and 1 July 2015
26.6%
Number of respondents: 146 companies (all activities), response rate: 100%
It will decrease
11.2%
Opinions
the future
ofinthe
French
video game sector in 2014 and 2015 (all companies)
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE
Table 83: on
Company
situations
the next
12 months
TOTAL
100.0%
How do you
think the situation
company will change inby
the next
months?
- September 2015
This
optimism
isof your
accompanied
a 12positive
viewcarried
of each
Survey
out between 4 May and 1 July 2015
62.3%
Company situation
%
company’s
situation in their market. 60% of19.6%
them
believe
It will significantly improve
Number of respondents: 146 companies (all activities), response rate: 100%
It will slightly improve
39.9%
Source:
Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
44.5%
their
situation
will improve and44.5%
30.1% believe30.1%
it will2015
remain
It will remain
stable
Figure 69 : How do you think your turnover will
It will slightly deteriorate
7.0%
stable.
32.9%
It will significantly deteriorate
3.5%
change
inturnover
the next
12 months?
Figure 69:
How do you
think
will change
in the next 12 months?
2014your
TOTAL
100.0%
2015
Survey carried out between 4 May and 1 July 2015
Table
83 : Company situations in the next 1210.0%
months
2.7%
Number of respondents: 146 companies (all activities), response rate: 100%
1.0%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
11.2%
2.1%
do you
think the
the situation
of your company
will change
in the nextwill
12 months?
How doHow
you
think
situation
of your
company
change in
Figure 68:
3.5%
the next 12 months?
Très optimiste
Plutôt
7.0%optimiste
Survey carried out Company
between 4 May
and 1 July 2015
situation
19.6%
Plutôt pessimiste
Très pessimiste
26.6%
%
Nettement s'améliorer
Number of respondents: 146 companies (all activities), response rate: 100%
62.2%
Légèrement s'améliorer
It willof significantly
improve
19.6%
Source: 2015 Barometer
the French Video Game
Industry - SNJV/IDATE - September
2015
Se maintenir
30.1%
It will slightly improve
It will grow
Croître
It will remain
stable Se maintenir
Décroître
It will decrease
39.9%
Légèrement se détériorer
This optimism is accompanied by a positive view of each company's
situation in their market. 60% of
Nettement se détériorer
39.9%
them believe their
situation
will stable
improve and 30.1% believe it will remain 30.1%
stable.
It will
remain
Survey carried out between 4 May and 1 July 2015
It will slightly
7.0%
Table 83:
Company
situationsdeteriorate
in the next 12 months
Survey carried out betweenNumber
4 May and
July 2015
of1respondents:
146 companies (all activities), response rate: 100%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 146
companies
(allAnnual
activities),
response
rate:French
100% Video Game Industry - SNJV/IDATE Number
of respondents:
146 of
companies
activities), response
100%
How do you think
the
situation
your(all
company
willrate:
change
in the next 12 3.5%
months?
Source:
2015
survey
of the
It
will
significantly
deteriorate
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Source: 2015 Barometer ofSeptember
the French Video
2015Game Industry - SNJV/IDATE - September 2015
Company situation
%
Total
It will significantly
improve
100.0%
It will slightly improve
Survey carried out between 4 May and 1 July 2015
19.6%
4.1.2. Financial visibility
39.9%
2. Financial
visibility
It will remain stable
30.1%
Number of respondents: 146 companies (all activities), response
rate:this
100%
Despite
increased
optimism,
companies
are continuing
to develop
withoutare
anycontinuing
real long-term view,
Despite
this
increased
optimism,
companies
It will slightly deteriorate
7.0%
Source: 2015 Annual survey of the French Video Game Industry
- SNJV/IDATE
since
financial visibility is short term (between 1 and 6 months) for 41.8% of them. This situation is similar
to develop without any real long-term view, since financial
3.5%
59
- September 2015
to 2014, although there are more companies this year with 7 to 9 month visibility (+9.4 points).
It will significantly
deteriorate
www.idate.org
© SNJV/IDATE 2015
visibility is short term (between 1 and 6 months) for 41.8%
of them. This situation is similar to 2014, although there
Number of respondents: 146 companies (all activities), response rate: 100%
Table 85:
Financial visibility
are more companies this year with 7 to 9 month visibility
Source: 2015 Barometer
of the
French
Video Game
Industry
- SNJV/IDATE
- September 2015
Figure
68
: How
do you
think
the situation
of your
In your opinion, what kind of financial visibility does your company have?
(+9.4 points).
company will change in the next 12 months?
Visibility
2015
2014
TOTAL
100.0%
Survey carried out between 4 May and 1 July 2015
Figure 68:
How do you think the situation of your company will change in the next 12 months?
1 to 3 months
7.0%
3.5%
19.6%
30.1%
39.9%
4 to 6 months
significantly
7 to 9 months
13.6%
21.2%
30.0%
11.8%
In your opinion, what kind
of financial visibility does your
improve
10 toNettement
15 monthss'améliorer
21.9%
25.5%
company
have?
slightly
16 to improve
18 months
15.1%
19.1%
Légèrement s'améliorer
TOTAL
100.0%
remain
stable
Visibility
2015
2014100.0%
Survey
out between 4 May and 1 July 2015
Secarried
maintenir
slightly
to 3 months
13.6%
Number of respondents: 1461companies
(all activities), response rate: 100% 19.9%
Légèrement
se détériorer
deteriorate
Source: 2015 Barometer
of the French Video Game Industry - SNJV/IDATE - September 2015
4 to 6 months
21.9%
30.0%
significantly
Nettement se détériorer
7
to
9
months
21.2%
11.8%
deteriorate
Survey carried out between 4 May and 1 July 2015
Survey carried out
betweenof
4 May
and 1 July 2015
Number
respondents:
146 companies (all activities), response rate: 100%
Number of respondents:
companies
activities),
response
rate:
100%Game
Source:146
2015
Annual(allsurvey
of the
French
Video
19.9%
21.9%
Table 85 : Financial visibility
10 to 15 months
21.9%
25.5%
16 to 18 months
15.1%
19.1%
Total
100.0%
100.0%
www.idate.org © SNJV/IDATE 2015
Industry - SNJV/IDATE -
Source: 2015 Barometer
of the2015
French Video Game Industry - SNJV/IDATE - September 2015
September
Survey carried out between 4 May and 1 July 2015
Number of respondents: 146 companies (all activities), response rate: 100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE
- September 2015
And as expected, 62.2% believe their turnover will grow
over this same period and 26.7% believe it will remain
stable.
www.idate.org © SNJV/IDATE 2015
59
41
60
al Barometer of the French Video Game Industry, 2nd Edition, 2015
Figure 70 : Financial visibility in 2015 (all companies)
e 70:
Financial visibility in 2015 (all companies)
15.1%
19.9%
21.9%
De 1 à 3 mois
1 to 3 months
De 4 à 6 mois 1. The attractiveness of France
4 to 6 months
De 7 à 9 mois
7 to 9 months
50% of the companies surveyed now consider France to
10 to 15 months
De 10 à 15 moisbe an attractive country for the video game industry. This
16 to 18 months
De 16 à 18 moispercentage was 38.2% in 2014.
21.9%
21.2%
y carried out between 4 May and 1 July 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 146 companies (all activities), response rate: 100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September
Financial
visibility2015
in 2014 and 2015 (all companies)
er of respondents: 146 companies (all activities), response rate: 100%
e: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
e 71:
4.2. France becoming more
attractive in a competitive and
globalised market
According to these companies, this attractiveness is
down to a highly qualified and productive workforce, the
ecosystem, significant financial aid, working conditions
and access to very good training.
On the other hand, the companies that think France is
Figure 71 : Financial visibility
in 2014 and 2015 (all not attractive cite the following reasons: financial aid too
25.5%
selective, difficulty in bringing skills in from abroad, high
21.9%
21.2%
21.9%
companies)
Figure
70:
Financial
visibility in 2015 (all companies)
19.9%
19.1%
social security charges, reticence from politicians and
2014
15.1%
13.6%
15.1%
19.9%
11.8%
financial institutions which contributes to mistrust of the
De 1 à 3 mois
2015
video games sector.
De 4 à 6 mois
30.0%
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
21.9%
De 1 à 3 mois
De 7 à 9 mois
21.9%
De 4 à 6 mois
De 7 à 9 mois
y carried out between 4 May and 1 July 2015
Table 86 : The attractiveness of France for the video
game sector
De 10 à 15 mois
De 10 à 15 mois De 16 à 18 mois
De 16 à 18 mois
Would you say France is an attractive country for companies in
the video game sector?
21.2%
er of respondents: 146 companies (all activities), response rate: 100%
Survey
carried
outGame
between
4 May
and 1 July
2015 2015
e: 2015 Barometer
of the French
Video
Industry
- SNJV/IDATE
- September
Number of respondents: 146 companies (all activities), response rate: 100%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 146 companies (all activities), response rate: 100%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE Opinion
Financial visibility in 2014 and 2015 (all companies)
becoming
Septembermore
2015 attractive in a competitive and globalised
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
nce
rket
2015
2014
Yes
50.0%
38.2%
No
50.0%
61.8%
Total
100.0%
100.0%
Figure 71:
30.0%
19.9%
attractiveness of France
21.9%
13.6%
21.2%
25.5%
11.8%
21.9%
19.1%
15.1%
2014
2015
of the companies surveyed now consider France to be an attractive country for the video game
stry. This percentage was 38.2% in 2014.
Survey carried out between 4 May and 1 July 2015
rding to these companies, this attractiveness is down to a highly qualified and productive workforce,
De 1 à 3 mois
De 4 à 6 mois
De 7 à 9 mois De 10 à 15 mois De 16 à 18 mois
Number of respondents: 142 companies (all activities), response rate: 97.9%
cosystem, significant financial aid, working conditions and access to very good training.
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE
- September 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 146 companies (all activities), response rate: 100%
Source:
2015companies
Barometer of the French
Game
Industry - SNJV/IDATE
- September 2015
he other hand,
the
thatVideo
think
France
is not attractive
cite the following reasons: financial
oo selective, difficulty in bringing skills in from abroad, high social security charges, reticence from
Franceinstitutions
becoming
more
attractive
in a competitive
and globalised
cians 4.2.
and financial
which
contributes
to mistrust
of the video games
sector.
market
4.2.1. The attractiveness of France
50% of the companies surveyed now consider France to be an attractive country for the video game
industry. This percentage was 38.2% in 2014.
According to these companies, this attractiveness is down to a highly qualified and productive workforce,
the ecosystem, significant financial aid, working conditions and access to very good training.
On the other hand, the companies that think France is not attractive cite the following reasons: financial
aid too selective, difficulty in bringing skills in from abroad, high social security charges, reticence from
politicians and financial institutions which contributes to mistrust of the video games sector.
ate.org © SNJV/IDATE 2015
www.idate.org © SNJV/IDATE 2015
61
61
42
Annual Survey of the French Video Game Industry - 2015
the French Video Game Industry, 2nd Edition, 2015
attractiveness of France for the video game sector
ance is an attractive country for companies in the video game sector?
2015
50.0%
2014
38.2%
50.0%
61.8%
100.0%
100.0%
tween 4 May and 1 July 2015
nts: 142 companies (all activities), response rate: 97.9%
eter of the French Video Game Industry - SNJV/IDATE - September 2015
Figure 72 : The attractiveness of France for the video
Table 87 : Ranking of the most attractive countries/
regions (open question with ranking)
Annual Barometer of the French Video Game Industry, 2nd Edition, 2015
attractiveness
of France
for thein
video
game sector in 2015
game
sector
2015
Table 86:
The attractiveness of France for the video game sector
Would you say France is an attractive country for companies in the video game sector?
Opinion
Yes
No
2015
50.0%
2014
38.2%
YES61.8%
100.0%
Oui
NO Non
50.0%
50.0%
50.0%
100.0%
TOTAL
Survey carried out between 4 May and 1 July 2015
Number of respondents: 142 companies (all activities), response rate: 97.9%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Figure 72:
The attractiveness of France for the video game sector in 2015
Survey carried out between 4 May and 1 July 2015
Number of respondents: 142 companies (all activities), response rate: 97.3%
nts: 142 companies (all activities), response rate: 97.3%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE eter of the French
Video Game
Industry - SNJV/IDATE
- September
2015
50.0%
50.0%
September
2015
Oui
Non
tween 4 May and 1 July 2015
attractiveness of France for the video game sector in 2014 and 2015
61.8%
Figure 73 : The attractiveness
of France for the video
50%
game sector in 2014 and 2015
50%
Number of respondents: 142 companies (all activities), response rate: 97.3%
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Figure 73:
The attractiveness of France for the video game sector in 2014 and 2015
50%
38.2%
Oui
tween 4 May and 1 July 2015
61.8%
50%
Oui
nts: 142 companies (all activities), response rate: 97.3%
% ranking it
Canada
66.4%
80.5%
United States
9.7%
50.4%
United Kingdom
1.68%
31.0%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 125 companies (all activities), response rate: 85.6%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE September 2015
2014
Table 88 : The most attractive countries/regions
2015
In which countries/regions would you like to grow or have
already grown your business?
2014
Non
% ranking it as
number 1
The reform to the Crédit d’Impôt Jeu Vidéo puts France as
number 1 of the most attractive countries in Europe.
Survey carried out between 4 May and 1 July 2015
8.2%
Country
2015
Non
Survey
out between
4 May and
1 July 2015
eter of the French
Video carried
Game Industry
- SNJV/IDATE
- September
2015
Number of respondents: 142 companies (all activities), response rate: 97.3%
Survey carried out between 4 May and 1 July 2015
Country
% ranking it
United States
80.0%
Number of respondents: 142 companies (all activities), response rate: 97.3%
2015
Annual
survey of
French Video Game
Industry
- SNJV/IDATE
ch countries Source:
seem the
most
attractive,
anthe
overwhelming
majority
of those
surveyed- rank Canada
When asked which
countries seem the most attractive, an overwhelming majority of those surveyed rank
2015
66.4%). OnlySeptember
9.7% of them
rank the United States highest, although it was mentioned by
Source: 2015 Barometer of the French Video Game Industry - SNJV/IDATE - September 2015
Canada highest (66.4%). Only 9.7% of them rank the United States highest, although it was mentioned by
slightly
more than half
of those surveyed.
Although
the United Kingdom
wasranked
not ranked
highest byby
many,
those
surveyed.
Although
the United
Kingdom
was not
highest
many,
it still takes the third spot with more than 30% deeming it attractive.
n half of
ird spot with more than 30% deeming it attractive.
of the most attractive countries/regions (open question with ranking)
When Ranking
asked
which countries seem the most attractive,
Country
% ranking
it as number rank
% ranking
it
an overwhelming majority of those
surveyed
Canada
1
highest (66.4%). Only 9.7%
of
them
rank
States
Canada
66.4% the United80.5%
% ranking it as number
% ranking it
United States
9.7%
50.4%
highest, although it was mentioned
by
slightly more
than
1
United Kingdom
1.68%
31.0%
66.4%
80.5%
Survey
carried
between 4 May
and 1 July 2015
half
ofoutthose
surveyed.
Although
the United Kingdom
was
Number of respondents: 125 companies (all activities), response rate: 85.6%
9.7%
50.4%
not2015
ranked
many,
it still
takes2015
the third spot
with
Source:
Barometer ofhighest
the French Videoby
Game
Industry - SNJV/IDATE
- September
1.68%
31.0%
more
than
30%
deeming
it attractive.
The
reform to
the Crédit
d’Impôt
Jeu Vidéo puts
France as number 1 of the most attractive countries in
Table 87:
king of the most attractive countries/regions (open question with ranking)
tween 4 May and
1 July 2015
Europe.
nts: 125 companies (all activities), response rate: 85.6%
eter of the French Video Game Industry - SNJV/IDATE - September 2015
www.idate.org © SNJV/IDATE 2015
62
France
57.6%
England
52.0%
Germany
40.8%
Japan
33.6%
Brazil
30.4%
China
28.8%
Russia
24.0%
Ireland
21.6%
South Korea
26.4%
e Crédit d’Impôt Jeu Vidéo puts France as number 1 of the most attractive countries in Mexico
DATE 2015
62
62.4%
17.6%
Finland
17.6%
India
16.8%
Other
11.2%
Morocco
10.4%
Survey carried out between 4 May and 1 July 2015
Number of respondents: 125 companies (all activities), response rate: 85.6%
Source: 2015 Annual survey of the French Video Game Industry - SNJV/IDATE
- September 2015
43
5.Conclusion
The video game market is maintaining
long-term growth, while the following
characteristics can also be observed:
•
Some of its segments are mutating, in line with
technological developments and the expectations
users have of these changes.
•
New segments are emerging to support these
technological innovations, boosting entrepreneurship
and creative innovation.
•
The industry structure, supported by giants of the
sector, is being bolstered by an ‘indie’ trend which has
been met with enthusiasm.
•
Value chains are shortening as intense
dematerialisation of production and distribution
removes links downstream.
•
•
There has never been a better time for the sector’s
artists and technicians to express themselves, as
development tools emerge, proliferate and become
more powerful.
•
Disintermediation of the value chain gives developers
the opportunity to speak directly to their customers
in segments where the barriers to entry appear to be
low, like casual and mobile games. Consequently the
number of micro-companies is increasing along with
competitive risks, like those related to visibility.
•
All platforms are impacted by dematerialisation of
the industry, which involves rethinking production
chains, online gaming exploitation and distribution
channels.
•
The mobile games segment on smartphones and
tablets continues to grow. Many observers predict
that this segment will become the largest gaming
market in value in the medium term, judging by its
success in emerging countries and Asia.
•
The 8th generation of home consoles has embraced
dematerialised distribution of AAA games, and
continues to deploy advanced community features and
provide access to content and services out-of-game.
•
UHD televisions are now on the market (670,000 UHD
TVs could be sold in France in 2015, according to IDATE)
and provide users with a more spectacular image, but
cloud gaming or games-on-demand on connected TVs
has not yet taken off, despite strong expectations. The
launch of new boxes like Apple TV could change this
situation.
•
Smart toys have proven to be a new market segment
straddling the video game and toy markets (the
Skylanders franchise has generated 3 billion USD as
of late 2014 and more than 240 million figurines have
been sold).
•
Virtual, augmented and mixed reality is the
technological trend this year. 2016 will be a defining
year to see if the media hype is warranted in terms of
content and profitability.
The sector’s companies are becoming increasingly
professional and mature in a business sense.
Video game companies’ business
activities are constantly evolving on an
economic, industrial and technological
level.
•
•
Dematerialisation has penetrated all areas of game
production, from how they operate to how they are
distributed. As a result, the value chains of video game
market segments have shortened and control has
shifted to those who want to go independent.
Similarly, developers are getting a better grasp
of ‘the cloud ‘. Games now readily use ‘Software as
a Service’ (SaaS) and ‘Platform as a service’ (PaaS)
solutions.
44
Annual Survey of the French Video Game Industry - 2015
The annual annual survey is how we take the pulse of the industry, its economy,
and the issues and microeconomics its companies are dealing with. The following
are the 10 key takeaways from the 2015 annual survey.
1. France is a country of creation, nearly three-quarters of the companies in the sector are developers, compared
with nearly 60% in Europe (source: IDATE).
2. France has 650 projects under development including 530 new intellectual properties, just over 80% of projects
being produced. 500 projects will be released on the market in 2015.
3. Production is increasingly focused on international markets: 44.3% of turnover is generated from exports in
2015, compared with 42% in 2014. Investment in developing exports accounted for 16.2% of companies’ turnover
in 2014 and 19.7% in 2015.
4. However, development studios are only allocating 11.8% of their production budget to promoting their titles.
This varies according to the type of game, the platforms targeted and the marketing culture of the studio. Although
the ratio of promotion budget to production budget can be 1:5 for AAA games, it should be at least 1:1 for games
needing less investment.
5. The average production budget has risen from 1.2 million EUR in 2014 to 1.4 million EUR. But the number of
games under development is down almost 10% over the same period.
6. The game development business sector is dominated by young companies: more than 57% of them are under
5 years old. And one out of every two companies under 5 is a micro-company (fewer than 5 full-time equivalent
employees).
7. However, the number of full-time equivalent jobs per company has increased from 2014 to 2015, from 11.6 to
12.7.
8. The majority of the companies surveyed are taking an independent approach to their business. Nearly 94% of
them claim to be ‘indie’ and three-quarters of them publish their games themselves. There are no games produced
in France sold exclusively on physical media.
9. Uncertainty over how successful a game will be and the resulting difficulties in financing business growth has
prompted 60% of developers to turn to providing services, including some non-gaming related services.
10. The companies surveyed place France in the top three most attractive countries for developing video games,
behind the United States and Canada.
45
6. About the SNJV
Created in 2008, the SYNDICAT NATIONAL DU JEU VIDEO
(SNJV) currently represents more than 200 companies,
producers, publishers and industry professionals from
the video game and multimedia entertainment sector, as
well as organisations involved in developing France’s video
game industry.
The SNJV’s mission is to study, represent, promote and
defend the rights as well as material and moral interests of
its member companies, on both a collective and individual
level.
The SNJV represents the French video game industry,
both in France and abroad, in dealings with public
authorities, administrations, private and public companies
and corporations, other professional unions, and all
competent authorities in general.
It analyses the impact of French policy on the economic
and social interests of French video game companies.
It also provides regular communication on all issues
relating to the video game industry, including any relevant
economic, technical and legal information.
With this mandate, the union implements the means and
services to help its members conduct their business
activities in France.
The SNJV works closely with the various video game
production territories in France through involvement with
regional associations and local economic development
clusters.
The SNJV is one of the founding members of the EGDF
(European Games Developer Federation), which works on
behalf of some 1,500 video game production companies
based in Europe.
Contacts:
Julien Villedieu – [email protected]
0970 460 611
2, rue de la Roquette 75011 Paris
46
Annual Survey of the French Video Game Industry - 2015
7. About IDATE
The
Institut
de
l’Audiovisuel
et
des
Télécommunications en Europe (www.idate.org) is
a research and consulting body specialising in the
telecommunications, media and Internet industry
markets.
•
•
•
•
•
•
The Institute has over 30 years’ experience in
consulting and research.
It conducts studies and provides consulting services
to companies (major clients, SMEs and start-ups),
local authorities, governments and international
organisations.
Its assignments include international industry and
market watches, market studies, industry and strategy
analysis, technical-economic feasibility studies,
forecasting, and innovation and R&D analysis.
Nearly 30 consultants make up IDATE’s multidisciplinary
teams.
For nearly 15 years, IDATE has been studying and
working on behalf of the video games sector. Its
clients include research laboratories, technical service
providers, tools and middleware developers, video
game developers, publishers, console manufacturers,
distributors and retailers.
Its Consumer Electronics & Digital Entertainment
division has supported over 40 businesses, start-ups,
SMEs, and major companies working or aspiring to
work in the video game sector.
IDATE maintains its close ties to the industry with
the DigiWorld Summit, an event it has organised for
the last 35 years
•
•
•
•
The DigiWorld Summit is an international conference
that takes place annually in Montpellier.
This event welcomes close to 1,500 professionals from
the telecom, Internet and media industries.
The DigiWorld Summit consists of themed seminars,
one of which has been dedicated to the video games
sector for the last 13 years.
Since the creation of Game Summit (www.gamesummit.
pro), more than 400 industry professionals, half of
which from overseas, have come to speak on market,
industry and technological trends.
DATE publishes a catalogue of studies focused on
innovation and understanding the economic and
industry developments at play in the telecom and
media industries
47
8. Table of Contents
INDUSTRY CONTEXT
8
METHODOLOGICAL NOTE (2015 ANNUAL SURVEY)
10
1. THE ECONOMIC STRUCTURE AND PRODUCTION OF VIDEO GAMES IN FRANCE
12
1.1.
1.1.1.
1.1.2.
1.1.3.
1.1.4.
1.2.
1.2.1.
1.2.2.
1.2.3.
1.2.4.
1.3.
1.3.1.
1.3.2.
1.3.3.
1.3.4.
A network of young companies, driven by creation
Companies located throughout the territory with 3 dominant regional hubs
Sector structured around content creation...
But providing services remains vital for many
Sector composed primarily of small and young companies
France, home to video entertainment production
Development studios favouring independence and producing ‘indie’ games
Publishers and distributors focusing on PC game catalogues
Dematerialised production dominated by mobile devices
New intellectual properties, ongoing creative energy
Production models strongly impacted by dematerialisation
Fully dematerialised production within a context of disintermediation in the value chain
Business models: free-to-play still favoured
Significant production budgets, but relatively low proportion reserved for marketing the games
Mainly self-financed production, which illustrates the low attractiveness of development
studios to financial institutions
12
12
12
13
15
15
15
16
17
21
22
22
22
23
2.
EMPLOYMENT IN THE FRENCH VIDEO GAME INDUSTRY
28
2.1.
2.1.1.
2.1.2.
2.1.3.
2.2.
2.2.1.
2.2.2.
2.3.
Great disparity in company size and number of jobs
Average number of full-time equivalent jobs rose between 2014 and 2015
Number of full-time equivalent jobs among publishers, distributors
Employment in development studios is growing in 2015
Long-term and skilled jobs
A talent industry dominated by long-term and highly skilled jobs
Nearly two-thirds of jobs are permanent, but temporary contracts are on the rise
Encouraging future prospects for employment in 2016
28
28
29
29
31
31
31
32
48
26
Annual Survey of the French Video Game Industry - 2015
3.
THE ECONOMIC AND FINANCIAL SITUATION OF FRENCH VIDEO GAME COMPANIES
34
3.1.
3.1.1.
3.1.2.
3.1.3.
3.1.4.
3.2.
3.2.1.
3.2.2.
3.2.3.
Companies growing despite economic fragility
Turnovers of companies surveyed continue to show strong growth in 2015
Turnovers of studios surveyed show strong growth in 2015
Increasing capital
An export-orientated industry
The critical question of financing business development
Access to financing business development difficult
But clear need for external funding to fuel growth
Raising capital as a financing option, low uptake, but highly anticipated
34
34
34
37
37
38
38
38
39
4.
OUTLOOK: REASONS TO BE OPTIMISTIC
40
4.1.
4.1.1.
4.1.2.
4.2.
4.2.1.
Entrepreneurs find increased optimism within a context of short-term financial visibility
Proven optimism
Financial visibility
France becoming more attractive in a competitive and globalised market
The attractiveness of France
40
40
41
42
42
5.CONCLUSION
44
6.
ABOUT THE SNJV
46
7.
ABOUT IDATE
47
8.
TABLE OF CONTENTS
48
49
Notes
50
Annual Survey of the French Video Game Industry - 2015
51
Notes
52
Annual Survey of the French Video Game Industry - 2015
14, rue Alexandre Parodi - 75010 Paris
www.snjv.org – [email protected] - +33 (0)970 460 611